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Performing extensive cleanup and adding comments to rainPass.compute
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@@ -1,88 +1,91 @@
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precision highp float;
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// This shader is the star of the show.
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// In normal operation, each pixel represents a glyph's:
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// R: brightness
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// G: progress through the glyph sequence
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// B: current glyph index
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// A: additional brightness, for effects
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// This shader is the star of the show. For each glyph, it determines its:
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// R: brightness
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// G: progress through the glyph sequence
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// B: depth, aka distance from the screen
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// A: additional brightness for effects\
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// Listen.
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// I understand if this shader looks confusing. Please don't be discouraged!
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// It's just a handful of sine and fract functions. Try commenting parts out to learn
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// how the different steps combine to produce the result. And feel free to reach out. -RM
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#define PI 3.14159265359
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#define RADS_TO_HZ 0.15915494309
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform float time;
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uniform float tick;
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uniform sampler2D previousState;
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uniform float numColumns, numRows;
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uniform sampler2D lastState;
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uniform bool hasSun;
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uniform bool hasThunder;
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uniform float time, tick, cycleFrameSkip;
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uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform bool hasSun, hasThunder;
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uniform bool showComputationTexture;
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uniform float brightnessOverride, brightnessThreshold, brightnessDecay;
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uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform float raindropLength;
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uniform float glyphHeightToWidth;
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uniform int cycleStyle;
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uniform float cycleFrameSkip;
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uniform float raindropLength, glyphHeightToWidth;
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uniform int cycleStyle, rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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uniform int rippleType;
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uniform float cursorEffectThreshold;
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float max2(vec2 v) {
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return max(v.x, v.y);
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}
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// Helper functions for generating randomness, borrowed from elsewhere
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highp float rand( const in vec2 uv ) {
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highp float randomFloat( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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vec2 rand2(vec2 p) {
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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vec2 randomVec2( const in vec2 uv ) {
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return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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// Core functions
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// Rain time is the shader's key underlying concept.
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// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
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float getRainTime(float simTime, vec2 glyphPos) {
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float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
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float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
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// columnSpeedOffset = 0.0; // loop
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float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
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float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.));
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float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.));
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// columnSpeedOffset = 0.; // TODO: loop
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float columnTime = (columnTimeOffset * 1000. + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * columnSpeedOffset) * 0.2);
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float getRainBrightness(float rainTime) {
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float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
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// value = 1.0 - fract(rainTime); // loop
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return log(value * 1.25) * 3.0;
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float getBrightness(float rainTime) {
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float value = 1. - fract((rainTime + 0.3 * sin(SQRT_2 * rainTime) + 0.2 * sin(SQRT_5 * rainTime)));
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// value = 1. - fract(rainTime); // TODO: loop
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return log(value * 1.25) * 3.;
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}
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float getGlyphCycleSpeed(float rainTime, float brightness) {
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float glyphCycleSpeed = 0.0;
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if (cycleStyle == 0 && brightness > 0.0) {
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glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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float getCycleSpeed(float rainTime, float brightness) {
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float localCycleSpeed = 0.;
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if (cycleStyle == 0 && brightness > 0.) {
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localCycleSpeed = pow(1. - brightness, 4.);
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} else if (cycleStyle == 1) {
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glyphCycleSpeed = fract(rainTime);
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localCycleSpeed = fract(rainTime);
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}
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return glyphCycleSpeed;
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return animationSpeed * cycleSpeed * localCycleSpeed;
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}
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float applySunShower(float rainBrightness, vec2 screenPos) {
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if (rainBrightness < -4.) {
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return rainBrightness;
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// Additional effects
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float applySunShowerBrightness(float brightness, vec2 screenPos) {
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if (brightness >= -4.) {
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brightness = pow(fract(brightness * 0.5), 3.) * screenPos.y * 1.5;
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}
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float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
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return value;
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return brightness;
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}
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float applyThunder(float rainBrightness, float simTime, vec2 screenPos) {
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float applyThunderBrightness(float brightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
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// thunder = 1.0 - fract(simTime + 0.3); // loop
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thunder = log(thunder * 1.5) * 4.0;
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float thunder = 1. - fract((simTime + 0.3 * sin(SQRT_2 * simTime) + 0.2 * sin(SQRT_5 * simTime)));
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// thunder = 1. - fract(simTime + 0.3); // TODO: loop
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return rainBrightness + thunder;
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return brightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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@@ -90,15 +93,16 @@ float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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return effect;
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}
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float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
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float rippleTime = (simTime * 0.5 + 0.2 * sin(simTime)) * rippleSpeed + 1.;
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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // TODO: loop
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vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
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// offset = vec2(0.); // loop
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vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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// offset = vec2(0.); // TODO: loop
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vec2 ripplePos = screenPos * 2. - 1. + offset;
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float rippleDistance;
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if (rippleType == 0) {
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rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
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vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
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rippleDistance = max(boxDistance.x, boxDistance.y);
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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@@ -106,77 +110,83 @@ float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return effect + 0.75;
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} else {
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return effect;
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effect += 0.75;
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}
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return effect;
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}
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float applyCursorEffect(float effect, float brightness) {
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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effect = 1.;
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}
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return effect;
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}
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void main() {
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// Main function
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vec4 computeResult(bool isFirstFrame, vec4 previousResult, vec2 glyphPos, vec2 screenPos) {
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// Determine the glyph's local time.
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float simTime = time * animationSpeed;
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float rainTime = getRainTime(simTime, glyphPos);
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// Rain time is the backbone of this effect.
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// Determine the glyph's brightness.
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float previousBrightness = previousResult.r;
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float brightness = getBrightness(rainTime);
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if (hasSun) {
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brightness = applySunShowerBrightness(brightness, screenPos);
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}
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if (hasThunder) {
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brightness = applyThunderBrightness(brightness, simTime, screenPos);
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}
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// Determine the glyph's cycle— the percent this glyph has progressed through the glyph sequence
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float previousCycle = previousResult.g;
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bool resetGlyph = isFirstFrame; // || previousBrightness <= 0.; // TODO: loop
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if (resetGlyph) {
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previousCycle = showComputationTexture ? 0. : randomFloat(screenPos);
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}
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float localCycleSpeed = getCycleSpeed(rainTime, brightness);
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float cycle = previousCycle;
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if (mod(tick, cycleFrameSkip) == 0.) {
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cycle = fract(previousCycle + 0.005 * localCycleSpeed * cycleFrameSkip);
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}
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// Determine the glyph's effect— the amount the glyph lights up for other reasons
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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effect = applyCursorEffect(effect, brightness); // The bright glyphs at the "bottom" of raindrops
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold) {
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brightness = brightnessOverride;
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}
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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// Determine the glyph depth. This is a static value for each column.
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float depth = randomFloat(vec2(screenPos.x, 0.));
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vec4 result = vec4(brightness, cycle, depth, effect);
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// Better use of the blue channel, for demonstrating how the glyph cycle works
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if (showComputationTexture) {
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result.b = min(1., localCycleSpeed);
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}
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return result;
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}
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void main() {
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bool isFirstFrame = tick <= 1.;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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float simTime = time * animationSpeed;
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// Read the current values of the glyph
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vec4 data = texture2D( lastState, screenPos );
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bool isInitializing = length(data) == 0.;
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float oldRainBrightness = data.r;
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float oldGlyphCycle = data.g;
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if (isInitializing) {
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oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
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}
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if (oldRainBrightness <= 0.0) {
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// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
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}
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float rainTime = getRainTime(simTime, glyphPos);
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float rainBrightness = getRainBrightness(rainTime);
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if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
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if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
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float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
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float glyphCycle = oldGlyphCycle;
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if (mod(tick, cycleFrameSkip) == 0.0) {
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glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed * cycleFrameSkip);
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}
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos);
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effect = applyCursorEffect(effect, rainBrightness);
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float glyphDepth = rand(vec2(glyphPos.x, 0.0));
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if (brightnessOverride > 0. && rainBrightness > brightnessThreshold) {
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rainBrightness = brightnessOverride;
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}
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if (!isInitializing) {
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rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessDecay);
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}
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if (showComputationTexture) {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
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1.0
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);
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} else {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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glyphDepth,
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effect
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);
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}
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vec4 previousResult = texture2D( previousState, screenPos );
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gl_FragColor = computeResult(isFirstFrame, previousResult, glyphPos, screenPos);
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}
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