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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
A bit more cleanup in preparation for the reformulation
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@@ -35,5 +35,4 @@ void main() {
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vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5);
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vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5);
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gl_FragColor = vec4(code, 1.0);
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gl_FragColor = vec4(code, 1.0);
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// gl_FragColor = vec4(uv, 0.5, 1.0);
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}
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}
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@@ -17,7 +17,6 @@ uniform bool showDebugView;
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uniform bool volumetric;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vShine, vSymbol;
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varying vec4 vShine, vSymbol;
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varying float vDepth;
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varying float vDepth;
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@@ -104,7 +103,7 @@ void main() {
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1.
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1.
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);
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);
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} else {
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} else {
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.);
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gl_FragColor = vec4(brightness * alpha, 0., 0., 1.);
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}
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}
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}
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}
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@@ -10,7 +10,6 @@ uniform vec2 screenSize;
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uniform float time, animationSpeed, forwardSpeed;
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uniform float time, animationSpeed, forwardSpeed;
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uniform bool volumetric;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vShine, vSymbol;
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varying vec4 vShine, vSymbol;
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varying float vDepth;
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varying float vDepth;
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@@ -36,8 +35,6 @@ void main() {
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vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
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vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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// Convert the world space position to screen space
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// Convert the world space position to screen space
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if (volumetric) {
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if (volumetric) {
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pos.x /= glyphHeightToWidth;
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pos.x /= glyphHeightToWidth;
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@@ -91,8 +91,7 @@ struct VertInput {
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struct VertOutput {
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struct VertOutput {
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@builtin(position) Position : vec4<f32>,
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@builtin(position) Position : vec4<f32>,
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@location(0) uv : vec2<f32>,
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@location(0) uv : vec2<f32>,
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@location(1) channel : vec3<f32>,
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@location(1) quadDepth : f32,
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@location(2) quadDepth : f32,
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};
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};
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struct FragOutput {
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struct FragOutput {
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@@ -346,8 +345,6 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
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worldPosition /= quadGridSize;
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worldPosition /= quadGridSize;
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worldPosition = (worldPosition - 0.5) * 2.0;
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worldPosition = (worldPosition - 0.5) * 2.0;
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var channel = vec3<f32>(1.0, 0.0, 0.0);
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// Convert the vertex's world space position to screen space
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// Convert the vertex's world space position to screen space
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var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
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var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
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if (volumetric) {
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if (volumetric) {
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@@ -360,7 +357,6 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
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return VertOutput(
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return VertOutput(
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screenPosition,
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screenPosition,
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uv,
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uv,
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channel,
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quadDepth
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quadDepth
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);
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);
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}
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}
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@@ -453,7 +449,7 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
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1.
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1.
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);
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);
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} else {
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} else {
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output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
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output.color = vec4<f32>(brightness * alpha, 0., 0., 1.0);
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}
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}
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var highPassColor = output.color;
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var highPassColor = output.color;
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