effect "none" now shows the bare compute texture, with a slight difference to indicate areas of high cycle speed.

Added dropLength property.
This commit is contained in:
Rezmason
2019-01-09 15:16:33 -08:00
parent 1f69d59249
commit 0c9641860a
3 changed files with 43 additions and 12 deletions

View File

@@ -7,7 +7,9 @@ const makeMatrixRenderer = (renderer, texture, {
hasThunder,
hasSun,
isPolar,
isSlanted
isSlanted,
showRTT,
dropLength
}) => {
const matrixRenderer = {};
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
@@ -37,6 +39,7 @@ const glyphVariable = gpuCompute.addVariable(
uniform float brightnessChangeBias;
uniform float glyphSequenceLength;
uniform float numGlyphColumns;
uniform float dropLength;
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
@@ -63,7 +66,7 @@ const glyphVariable = gpuCompute.addVariable(
float simTime = now * 0.0005 * animationSpeed;
float columnTime = (columnTimeOffset * 1000.0 + simTime * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * 2.0 * columnSpeedOffset) * 0.2);
float glyphTime = gl_FragCoord.y * 0.01 + columnTime;
float glyphTime = (gl_FragCoord.y * 0.01 + columnTime) / dropLength;
float value = 1.0 - fract((glyphTime + 0.3 * sin(SQRT_2 * glyphTime) + 0.2 * sin(SQRT_5 * glyphTime)));
@@ -89,8 +92,7 @@ const glyphVariable = gpuCompute.addVariable(
brightness = mix(brightness, newBrightness, brightnessChangeBias);
#endif
float glyphCycleSpeed = delta * cycleSpeed * 0.2 * pow(1.0 - brightness, 4.0);
float glyphCycleSpeed = (brightness < 0.0) ? 0.0 : delta * cycleSpeed * 0.2 * pow(1.0 - brightness, 4.0);
cycle = fract(cycle + glyphCycleSpeed);
float symbol = floor(glyphSequenceLength * cycle);
float symbolX = mod(symbol, numGlyphColumns);
@@ -99,8 +101,15 @@ const glyphVariable = gpuCompute.addVariable(
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragColor.r = brightness;
gl_FragColor.g = cycle;
gl_FragColor.b = symbolX / numGlyphColumns;
gl_FragColor.a = symbolY / numGlyphColumns;
#ifdef showRTT
// Better use of the blue channel, for show and tell
gl_FragColor.b = min(1.0, glyphCycleSpeed * 500.0);
gl_FragColor.a = 1.0;
#else
gl_FragColor.b = symbolX / numGlyphColumns;
gl_FragColor.a = symbolY / numGlyphColumns;
#endif
}
`
,
@@ -117,6 +126,7 @@ const glyphVariable = gpuCompute.addVariable(
cycleSpeed: {type: "f", value: cycleSpeed },
glyphSequenceLength: { type: "f", value: glyphSequenceLength },
numGlyphColumns: {type: "f", value: numGlyphColumns },
dropLength: {type: "f", value: dropLength },
brightnessChangeBias: { type: "f", value: brightnessChangeBias },
});
if (hasThunder) {
@@ -125,6 +135,9 @@ const glyphVariable = gpuCompute.addVariable(
if (hasSun) {
glyphVariable.material.defines.hasSun = 1.0;
}
if (showRTT) {
glyphVariable.material.defines.showRTT = 1.0;
}
const error = gpuCompute.init();
if ( error !== null ) {
@@ -190,8 +203,14 @@ const glyphVariable = gpuCompute.addVariable(
(vUV.y - 0.5) * rotation.x - (vUV.x - 0.5) * rotation.y) * 0.75 + 0.5;
#endif
// Unpack the values from the glyph texture
vec4 glyph = texture2D(glyphs, uv);
#ifdef showRTT
gl_FragColor = glyph;
return;
#endif
// Unpack the values from the glyph texture
float brightness = glyph.r;
vec2 symbolUV = glyph.ba;
vec4 sample = texture2D(msdf, fract(uv * numColumns) / numGlyphColumns + symbolUV);
@@ -206,12 +225,10 @@ const glyphVariable = gpuCompute.addVariable(
float ratio = BIG_ENOUGH / isBigEnough;
alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
}
if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
// gl_FragColor = vec4(glyph.r, glyph.b, glyph.a, 1.0);
}
`
})
@@ -226,6 +243,10 @@ const glyphVariable = gpuCompute.addVariable(
mesh.material.defines.isSlanted = 1.0;
}
if (showRTT) {
mesh.material.defines.showRTT = 1.0;
}
scene.add( mesh );
let start = NaN;