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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
RGBs in config are no longer flat
This commit is contained in:
26
js/config.js
26
js/config.js
@@ -369,18 +369,12 @@ versions["2021"] = versions.resurrections;
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const range = (f, min = -Infinity, max = Infinity) => Math.max(min, Math.min(max, f));
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const nullNaN = (f) => (isNaN(f) ? null : f);
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const clumpArray = (array, clumpSize) =>
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array.reduce((result, value) => {
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if (result.length > 0) {
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const last = result[result.length - 1];
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if (last.length < clumpSize) {
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last.push(value);
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return result;
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}
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}
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result.push([value]);
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return result;
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}, []);
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const parseColors = (isHSL) => (s) => {
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const values = s.split(",").map(parseFloat);
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return Array(Math.floor(values.length / 3))
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.fill()
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.map((_, index) => values.slice(index * 3, (index + 1) * 3));
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};
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const paramMapping = {
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version: { key: "version", parser: (s) => s },
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@@ -422,10 +416,10 @@ const paramMapping = {
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parser: (s) => nullNaN(range(parseFloat(s), 0, 1)),
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},
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url: { key: "bgURL", parser: (s) => s },
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stripeColors: { key: "stripeColors", parser: (s) => s },
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backgroundColor: { key: "backgroundColor", parser: (s) => s.split(",").map(parseFloat) },
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cursorColor: { key: "cursorColor", parser: (s) => s.split(",").map(parseFloat) },
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glintColor: { key: "glintColor", parser: (s) => s.split(",").map(parseFloat) },
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stripeColors: { key: "stripeColors", parser: parseColors(false) },
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backgroundColor: { key: "backgroundColor", parser: parseColors(false) },
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cursorColor: { key: "cursorColor", parser: parseColors(false) },
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glintColor: { key: "glintColor", parser: parseColors(false) },
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volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
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loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
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skipIntro: { key: "skipIntro", parser: (s) => s.toLowerCase().includes("true") },
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@@ -7,36 +7,24 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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const transPrideStripeColors = [
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[0.36, 0.81, 0.98],
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[0.36, 0.81, 0.98],
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[0.36, 0.81, 0.98],
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[0.96, 0.66, 0.72],
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[0.96, 0.66, 0.72],
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[0.96, 0.66, 0.72],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[0.96, 0.66, 0.72],
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[0.96, 0.66, 0.72],
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[0.96, 0.66, 0.72],
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[0.36, 0.81, 0.98],
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[0.36, 0.81, 0.98],
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[0.36, 0.81, 0.98],
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].flat();
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]
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.map((color) => Array(3).fill(color))
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.flat();
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const prideStripeColors = [
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[0.89, 0.01, 0.01],
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[0.89, 0.01, 0.01],
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[1.0, 0.55, 0.0],
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[1.0, 0.55, 0.0],
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[1.0, 0.93, 0.0],
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[1.0, 0.93, 0.0],
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[0.0, 0.5, 0.15],
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[0.0, 0.5, 0.15],
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[0.0, 0.3, 1.0],
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[0.0, 0.3, 1.0],
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[0.46, 0.03, 0.53],
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[0.46, 0.03, 0.53],
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].flat();
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]
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.map((color) => Array(2).fill(color))
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.flat();
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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@@ -44,12 +32,10 @@ export default ({ regl, config }, inputs) => {
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const { backgroundColor, cursorColor, glintColor, ditherMagnitude, bloomStrength } = config;
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// Expand and convert stripe colors into 1D texture data
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const stripeColors =
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"stripeColors" in config ? config.stripeColors.split(",").map(parseFloat) : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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const numStripeColors = Math.floor(stripeColors.length / 3);
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const stripes = make1DTexture(
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const stripeColors = "stripeColors" in config ? config.stripeColors : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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const stripeTex = make1DTexture(
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regl,
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stripeColors.slice(0, numStripeColors * 3).map((f) => Math.floor(f * 0xff))
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stripeColors.map((rgb) => [...rgb, 1])
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);
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const stripePassFrag = loadText("shaders/glsl/stripePass.frag.glsl");
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@@ -65,7 +51,7 @@ export default ({ regl, config }, inputs) => {
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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stripes,
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stripeTex,
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},
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framebuffer: output,
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});
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@@ -110,15 +110,17 @@ const makeFullScreenQuad = (regl, uniforms = {}, context = {}) =>
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depth: { enable: false },
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});
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const make1DTexture = (regl, data) =>
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regl.texture({
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const make1DTexture = (regl, rgbas) => {
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const data = rgbas.map((rgba) => rgba.map((f) => Math.floor(f * 0xff))).flat();
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return regl.texture({
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data,
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width: data.length / 3,
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width: data.length / 4,
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height: 1,
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format: "rgb",
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format: "rgba",
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mag: "linear",
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min: "linear",
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});
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};
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const makePass = (outputs, ready, setSize, execute) => ({
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outputs: outputs ?? {},
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@@ -7,27 +7,25 @@ import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeComput
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// This shader introduces noise into the renders, to avoid banding
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const transPrideStripeColors = [
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[0.3, 1.0, 1.0],
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[0.3, 1.0, 1.0],
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[1.0, 0.5, 0.8],
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[1.0, 0.5, 0.8],
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[0.36, 0.81, 0.98],
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[0.96, 0.66, 0.72],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 0.5, 0.8],
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[1.0, 0.5, 0.8],
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[0.3, 1.0, 1.0],
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[0.3, 1.0, 1.0],
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].flat();
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[0.96, 0.66, 0.72],
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[0.36, 0.81, 0.98],
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]
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.map((color) => Array(3).fill(color))
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.flat(1);
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const prideStripeColors = [
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[1, 0, 0],
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[1, 0.5, 0],
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[1, 1, 0],
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[0, 1, 0],
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[0, 0, 1],
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[0.8, 0, 1],
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].flat();
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[0.89, 0.01, 0.01],
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[1.0, 0.55, 0.0],
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[1.0, 0.93, 0.0],
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[0.0, 0.5, 0.15],
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[0.0, 0.3, 1.0],
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[0.46, 0.03, 0.53],
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]
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.map((color) => Array(2).fill(color))
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.flat(1);
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const numVerticesPerQuad = 2 * 3;
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@@ -39,14 +37,11 @@ const numVerticesPerQuad = 2 * 3;
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export default ({ config, device, timeBuffer }) => {
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// Expand and convert stripe colors into 1D texture data
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const input =
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"stripeColors" in config ? config.stripeColors.split(",").map(parseFloat) : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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const stripeColors = Array(Math.floor(input.length / 3))
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.fill()
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.map((_, index) => [...input.slice(index * 3, (index + 1) * 3), 1]);
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const stripeTexture = make1DTexture(device, stripeColors);
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const stripeColors = "stripeColors" in config ? config.stripeColors : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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const stripeTex = make1DTexture(
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device,
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stripeColors.map((rgb) => [...rgb, 1])
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);
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const linearSampler = device.createSampler({
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magFilter: "linear",
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@@ -105,7 +100,7 @@ export default ({ config, device, timeBuffer }) => {
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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stripeTexture.createView(),
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stripeTex.createView(),
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output.createView(),
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]);
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computePass.setBindGroup(0, computeBindGroup);
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@@ -4,7 +4,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform sampler2D stripeTex;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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@@ -23,7 +23,7 @@ vec4 getBrightness(vec2 uv) {
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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vec3 color = texture2D(stripeTex, vUV).rgb;
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vec4 brightness = getBrightness(vUV);
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@@ -16,7 +16,7 @@ struct Time {
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@group(0) @binding(2) var linearSampler : sampler;
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@group(0) @binding(3) var tex : texture_2d<f32>;
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@group(0) @binding(4) var bloomTex : texture_2d<f32>;
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@group(0) @binding(5) var stripeTexture : texture_2d<f32>;
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@group(0) @binding(5) var stripeTex : texture_2d<f32>;
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@group(0) @binding(6) var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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@@ -52,7 +52,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var color = textureSampleLevel( stripeTexture, linearSampler, uv, 0.0 ).rgb;
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var color = textureSampleLevel( stripeTex, linearSampler, uv, 0.0 ).rgb;
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var brightness = getBrightness(uv);
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