mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-21 23:39:29 -07:00
A couple more style tweaks.
This commit is contained in:
12
js/config.js
12
js/config.js
@@ -36,7 +36,7 @@ const versions = {
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rippleTypeName: "circle",
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rippleTypeName: "circle",
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rippleThickness: 0.2,
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rippleThickness: 0.2,
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rippleScale: 30,
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rippleScale: 30,
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rippleSpeed: 0.2,
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rippleSpeed: 0.1,
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numColumns: 30,
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numColumns: 30,
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palette: [
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palette: [
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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@@ -52,8 +52,8 @@ const versions = {
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...fonts.gothic,
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...fonts.gothic,
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bloomRadius: 0.8,
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bloomRadius: 0.8,
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bloomStrength: 1,
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bloomStrength: 1,
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highPassThreshold: 0.5,
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highPassThreshold: 0.7,
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cycleSpeed: 0.02,
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cycleSpeed: 1,
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cycleStyleName: "cycleFasterWhenDimmed",
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cycleStyleName: "cycleFasterWhenDimmed",
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cursorEffectThreshold: 1,
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessOffset: 0.0,
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@@ -71,8 +71,8 @@ const versions = {
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numColumns: 60,
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numColumns: 60,
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palette: [
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palette: [
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.52, 0.0, 0.0], at: 0.2 },
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{ rgb: [0.32, 0.06, 0.0], at: 0.2 },
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{ rgb: [0.82, 0.05, 0.05], at: 0.4 },
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{ rgb: [0.82, 0.06, 0.05], at: 0.4 },
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{ rgb: [1.0, 0.6, 0.3], at: 0.8 },
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{ rgb: [1.0, 0.6, 0.3], at: 0.8 },
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{ rgb: [1.0, 1.0, 0.9], at: 1.0 }
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{ rgb: [1.0, 1.0, 0.9], at: 1.0 }
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],
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],
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@@ -132,7 +132,7 @@ const versions = {
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cursorEffectThreshold: 0.466,
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cursorEffectThreshold: 0.466,
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brightnessOffset: 0.25,
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brightnessOffset: 0.25,
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brightnessMultiplier: 0.0,
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brightnessMultiplier: 0.0,
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fallSpeed: 0.6,
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fallSpeed: 0.65,
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glyphEdgeCrop: 0.15,
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glyphEdgeCrop: 0.15,
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glyphHeightToWidth: 1.35,
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glyphHeightToWidth: 1.35,
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hasSun: false,
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hasSun: false,
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@@ -140,7 +140,7 @@ export default (regl, config) => {
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if (hasThunder) {
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if (hasThunder) {
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vec2 distVec = (gl_FragCoord.xy / numColumns - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
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vec2 distVec = (gl_FragCoord.xy / numColumns - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
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float thunder = (blast(sin(SQRT_5 * simTime), 10.0) + blast(sin(SQRT_2 * simTime), 10.0));
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float thunder = (blast(sin(SQRT_5 * simTime), 10.0) + blast(sin(SQRT_2 * simTime), 10.0));
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thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
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thunder *= 20.0 * (1.0 - 0.8 * length(distVec));
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newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
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newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
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