mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 22:29:28 -07:00
Moving Matrix material into its own file
This commit is contained in:
53
index.html
53
index.html
@@ -13,6 +13,8 @@
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<script src="./js/LuminosityHighPassShader.js"></script>
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<script src="./js/LuminosityHighPassShader.js"></script>
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<script src="./js/UnrealBloomPass.js"></script>
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<script src="./js/UnrealBloomPass.js"></script>
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<script src="./js/MatrixMaterial.js"></script>
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<script>
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<script>
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const urlParams = new Map(window.location.href.replace(/^[^\?]+\?/, "").split("&").map(pair => pair.split("=")));
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const urlParams = new Map(window.location.href.replace(/^[^\?]+\?/, "").split("&").map(pair => pair.split("=")));
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@@ -41,56 +43,7 @@
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element.appendChild(renderer.domElement);
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element.appendChild(renderer.domElement);
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const composer = new THREE.EffectComposer( renderer );
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const composer = new THREE.EffectComposer( renderer );
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const texture = new THREE.TextureLoader().load( './matrixcode_msdf.png' );
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const texture = new THREE.TextureLoader().load( './matrixcode_msdf.png' );
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const material = new THREE.RawShaderMaterial({
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const material = makeMatrixMaterial(texture, sharpness);
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uniforms: {
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map: { "type": "t", value: texture },
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sharpness: { "type": "f", value: sharpness },
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},
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vertexShader:`
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attribute vec2 uv;
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attribute vec3 position;
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attribute float brightness;
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uniform mat4 projectionMatrix;
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uniform mat4 modelViewMatrix;
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varying vec2 vUV;
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varying float vBrightness;
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void main(void) {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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vUV = uv;
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vBrightness = brightness;
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}
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`,
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fragmentShader:`
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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precision lowp float;
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#define BIG_ENOUGH 0.001
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#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
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uniform sampler2D map;
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uniform float sharpness;
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varying vec2 vUV;
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varying float vBrightness;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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void main() {
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vec3 sample = texture2D(map, vUV).rgb;
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
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}
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if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
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if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
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gl_FragColor = vec4(vec3(vBrightness * alpha), 1);
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}
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`,
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});
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const fTexU = 1 / 8;
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const fTexU = 1 / 8;
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const fTexV = 1 / 8;
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const fTexV = 1 / 8;
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50
js/MatrixMaterial.js
Normal file
50
js/MatrixMaterial.js
Normal file
@@ -0,0 +1,50 @@
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const makeMatrixMaterial = (texture, sharpness) => new THREE.RawShaderMaterial({
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uniforms: {
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map: { "type": "t", value: texture },
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sharpness: { "type": "f", value: sharpness },
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},
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vertexShader:`
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attribute vec2 uv;
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attribute vec3 position;
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attribute float brightness;
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uniform mat4 projectionMatrix;
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uniform mat4 modelViewMatrix;
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varying vec2 vUV;
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varying float vBrightness;
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void main(void) {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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vUV = uv;
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vBrightness = brightness;
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}
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`,
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fragmentShader:`
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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precision lowp float;
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#define BIG_ENOUGH 0.001
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#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
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uniform sampler2D map;
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uniform float sharpness;
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varying vec2 vUV;
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varying float vBrightness;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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void main() {
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vec3 sample = texture2D(map, vUV).rgb;
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
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}
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if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
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if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
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gl_FragColor = vec4(vec3(vBrightness * alpha), 1);
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}
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`,
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});
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