diff --git a/gpgpu_matrix.html b/gpgpu_matrix.html
index 29450b7..210339f 100644
--- a/gpgpu_matrix.html
+++ b/gpgpu_matrix.html
@@ -7,23 +7,20 @@
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer();
- renderer.setClearColor(new THREE.Color(1, 1, 1), 1);
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
-
-
- const NUM_ROWS = 80;
+ const numColumns = 80;
// Creates the gpu computation class and sets it up
- const gpuCompute = new GPUComputationRenderer( NUM_ROWS, NUM_ROWS, renderer );
+ const gpuCompute = new GPUComputationRenderer( numColumns, numColumns, renderer );
const glyphValue = gpuCompute.createTexture();
// This is how one might initialize data
const pixels = glyphValue.image.data;
- for (let i = 0; i < NUM_ROWS * NUM_ROWS; i++) {
- pixels[i * 4 + 0] = Math.random();
+ for (let i = 0; i < numColumns * numColumns; i++) {
+ pixels[i * 4 + 0] = 0;
pixels[i * 4 + 1] = Math.random();
pixels[i * 4 + 2] = 0;
pixels[i * 4 + 3] = 0;
@@ -32,7 +29,7 @@
const glyphVariable = gpuCompute.addVariable(
"glyph",
`
- // #include
+ precision highp float;
#define PI 3.14159265359
#define SQRT_2 1.4142135623730951
#define SQRT_5 2.23606797749979
@@ -46,7 +43,7 @@
uniform float c;
uniform float brightnessChangeBias;
uniform float glyphSequenceLength;
- uniform float numGlyphRows;
+ uniform float numGlyphColumns;
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
@@ -81,14 +78,14 @@
float glyphCycleSpeed = delta * cycleSpeed * 0.2 * pow(1.0 - brightness, 4.0);
cycle = fract(cycle + glyphCycleSpeed);
float symbol = floor(glyphSequenceLength * cycle);
- float symbolX = mod(symbol, numGlyphRows);
- float symbolY = (numGlyphRows - 1.0 - (symbol - symbolX) / numGlyphRows);
+ float symbolX = mod(symbol, numGlyphColumns);
+ float symbolY = ((numGlyphColumns - 1.0) - (symbol - symbolX) / numGlyphColumns);
- gl_FragColor = vec4(0.5);
+ gl_FragColor = vec4(1.0);
gl_FragColor.r = brightness;
gl_FragColor.g = cycle;
- gl_FragColor.b = symbolX / numGlyphRows;
- gl_FragColor.a = symbolY / numGlyphRows;
+ gl_FragColor.b = symbolX / numGlyphColumns;
+ gl_FragColor.a = symbolY / numGlyphColumns;
}
`
,
@@ -105,31 +102,88 @@
fallSpeed: { type: "f", value: 1 },
cycleSpeed: {type: "f", value: 1 },
glyphSequenceLength: { type: "f", value: glyphSequenceLength },
- numGlyphRows: {type: "f", value: 8},
+ numGlyphColumns: {type: "f", value: 8},
a: { type: "f", value: 1.125 },
b: { type: "f", value: 1.125 },
c: { type: "f", value: 1.25 },
brightnessChangeBias: { type: "f", value: brightnessChangeBias },
});
- // This is how one might initialize a const
- /*
- Object.assign(glyphVariable.material.defines, {
- BOUNDS: BOUNDS.toFixed( 1 ),
- });
- */
const error = gpuCompute.init();
if ( error !== null ) {
console.error( error );
}
+ const sharpness = 0.5;
+ const glyphRTT = gpuCompute.getCurrentRenderTarget( glyphVariable ).texture;
+
const plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(),
- new THREE.MeshBasicMaterial({
- map: gpuCompute.getCurrentRenderTarget( glyphVariable ).texture
- // map: new THREE.TextureLoader().load( './matrixcode_msdf.png' )
+ new THREE.RawShaderMaterial({
+ uniforms: {
+ glyphs: { type: "t", value: glyphRTT },
+ msdf: { type: "t", value: new THREE.TextureLoader().load( './matrixcode_msdf.png' ) },
+ numColumns: {type: "f", value: numColumns},
+ sharpness: { type: "f", value: sharpness },
+ numGlyphColumns: {type: "f", value: 8},
+ },
+ vertexShader: `
+ attribute vec2 uv;
+ attribute vec3 position;
+ uniform mat4 projectionMatrix;
+ uniform mat4 modelViewMatrix;
+ varying vec2 vUV;
+ void main() {
+ vUV = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }
+ `,
+ fragmentShader: `
+ #ifdef GL_OES_standard_derivatives
+ #extension GL_OES_standard_derivatives: enable
+ #endif
+ precision lowp float;
+ #define BIG_ENOUGH 0.001
+ #define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
+ uniform float sharpness;
+ uniform sampler2D msdf;
+ uniform sampler2D glyphs;
+ uniform float numColumns;
+ uniform float numGlyphColumns;
+ varying vec2 vUV;
+
+ float median(float r, float g, float b) {
+ return max(min(r, g), min(max(r, g), b));
+ }
+
+ void main() {
+
+ vec4 glyph = texture2D(glyphs, vUV);
+ float brightness = glyph.r;
+ vec2 symbolUV = glyph.ba;
+ vec4 sample = texture2D(msdf, fract(vUV * numColumns) / numGlyphColumns + symbolUV);
+
+ // MSDF
+ float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
+ float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
+ float dscale = 0.353505 / sharpness;
+ vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
+ float isBigEnough = max(abs(duv.x), abs(duv.y));
+ if (isBigEnough > BIG_ENOUGH) {
+ 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);
+ }
+ `
})
+ /*
+ new THREE.MeshBasicMaterial({ map: glyphRTT })
+ */
);
plane.geometry.computeVertexNormals();
scene.add( plane );
@@ -157,6 +211,29 @@
renderer.render( scene, camera );
}
+ const windowResize = () => {
+ const [width, height] = [window.innerWidth, window.innerHeight];
+ const ratio = height / width;
+ const frac = 0.5;
+ if (ratio < 1) {
+ camera.left = -frac;
+ camera.right = frac;
+ camera.bottom = (camera.left - camera.right) * ratio + frac;
+ camera.top = frac;
+ } else {
+ camera.bottom = -frac;
+ camera.top = frac;
+ camera.left = camera.bottom / ratio;
+ camera.right = camera.top / ratio;
+ }
+ camera.updateProjectionMatrix();
+ renderer.setSize(width, height);
+ // bloomPass.setSize( window.innerWidth, window.innerHeight );
+ }
+ window.addEventListener("resize", windowResize, false);
+ window.addEventListener("orientationchange", windowResize, false);
+ windowResize();
+
animate();