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https://github.com/Rezmason/matrix.git
synced 2026-04-18 06:09:30 -07:00
Combining the rain pass's compute shaders
This commit is contained in:
46
js/main.js
46
js/main.js
@@ -4,18 +4,12 @@ const config = {
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glyphMSDFURL: "assets/matrixcode_msdf.png",
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glyphSequenceLength: 57,
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glyphTextureGridSize: [8, 8],
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effect: "palette", // The name of the effect to apply at the end of the process— mainly handles coloration
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baseTexture: null, // The name of the texture to apply to the base layer of the glyphs
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glintTexture: null, // The name of the texture to apply to the glint layer of the glyphs
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useCamera: false,
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backgroundColor: hsl(0, 0, 0), // The color "behind" the glyphs
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isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
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cursorColor: hsl(0.242, 1, 0.73), // The color of the cursor
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cursorIntensity: 2, // The intensity of the cursor
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isolateGlint: false, // Whether the "glint"— highlights on certain symbols in the font— should appear
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glintColor: hsl(0, 0, 1), // The color of the glint
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glintIntensity: 1, // The intensity of the glint
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volumetric: false, // A mode where the raindrops appear in perspective
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animationSpeed: 1, // The global rate that all animations progress
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fps: 60, // The target frame rate (frames per second) of the effect
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forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
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@@ -30,20 +24,12 @@ const config = {
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glintContrast: 2.5, // The contrast of the glints, before any effects are applied
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brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0.
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brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible
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brightnessDecay: 1.0, // The rate at which glyphs light up and dim
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ditherMagnitude: 0.05, // The magnitude of the random per-pixel dimming
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fallSpeed: 0.3, // The speed the raindrops progress downwards
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glyphEdgeCrop: 0.0, // The border around a glyph in a font texture that should be cropped out
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glyphHeightToWidth: 1, // The aspect ratio of glyphs
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glyphVerticalSpacing: 1, // The ratio of the vertical distance between glyphs to their height
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hasThunder: false, // An effect that adds dramatic lightning flashes
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isPolar: false, // Whether the glyphs arc across the screen or sit in a standard grid
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rippleTypeName: null, // The variety of the ripple effect
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rippleThickness: 0.2, // The thickness of the ripple effect
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rippleScale: 30, // The size of the ripple effect
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rippleSpeed: 0.2, // The rate at which the ripple effect progresses
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numColumns: 80, // The maximum dimension of the glyph grid
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density: 1, // In volumetric mode, the number of actual columns compared to the grid
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palette: [
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// The color palette that glyph brightness is color mapped to
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{ color: hsl(0.3, 0.9, 0.0), at: 0.0 },
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@@ -52,16 +38,8 @@ const config = {
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{ color: hsl(0.3, 0.9, 0.8), at: 0.8 },
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],
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raindropLength: 0.75, // Adjusts the frequency of raindrops (and their length) in a column
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slant: 0, // The angle at which rain falls; the orientation of the glyph grid
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resolution: 0.75, // An overall scale multiplier
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useHalfFloat: false,
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renderer: "regl", // The preferred web graphics API
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suppressWarnings: false, // Whether to show warnings to visitors on load
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isometric: false,
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useHoloplay: false,
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loops: false,
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skipIntro: true,
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testFix: null,
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};
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const canvas = document.createElement("canvas");
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@@ -88,7 +66,7 @@ const loadJS = (src) =>
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});
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const init = async () => {
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await Promise.all([loadJS("lib/regl.js"), loadJS("lib/gl-matrix.js")]);
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await loadJS("lib/regl.js");
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const resize = () => {
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const devicePixelRatio = window.devicePixelRatio ?? 1;
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@@ -111,24 +89,10 @@ const init = async () => {
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}
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resize();
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if (config.useCamera) {
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await setupCamera();
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}
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const extensions = ["OES_texture_half_float", "OES_texture_half_float_linear"];
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// These extensions are also needed, but Safari misreports that they are missing
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const optionalExtensions = ["EXT_color_buffer_half_float", "WEBGL_color_buffer_float", "OES_standard_derivatives"];
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switch (config.testFix) {
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case "fwidth_10_1_2022_A":
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extensions.push("OES_standard_derivatives");
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break;
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case "fwidth_10_1_2022_B":
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optionalExtensions.forEach((ext) => extensions.push(ext));
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extensions.length = 0;
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break;
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}
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const regl = createREGL({ canvas, pixelRatio: 1, extensions, optionalExtensions });
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// All this takes place in a full screen quad.
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@@ -142,7 +106,7 @@ const init = async () => {
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const targetFrameTimeMilliseconds = 1000 / config.fps;
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let last = NaN;
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const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
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const render = ({ viewportWidth, viewportHeight }) => {
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if (config.once) {
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tick.cancel();
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}
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@@ -177,7 +141,11 @@ const init = async () => {
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}
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drawToScreen();
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});
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});
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};
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render({viewportWidth: 1, viewportHeight: 1});
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const tick = regl.frame(render);
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};
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document.body.onload = () => {
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160
js/rainPass.js
160
js/rainPass.js
@@ -2,11 +2,6 @@ import { loadImage, loadText, makePassFBO, makeDoubleBuffer, makePass } from "./
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const extractEntries = (src, keys) => Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
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const rippleTypes = {
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box: 0,
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circle: 1,
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};
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// These compute buffers are used to compute the properties of cells in the grid.
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// They take turns being the source and destination of a "compute" shader.
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// The half float data type is crucial! It lets us store almost any real number,
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@@ -30,112 +25,41 @@ const brVert = [1, 1];
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const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
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export default ({ regl, config }) => {
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
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const numQuads = numQuadRows * numQuadColumns;
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const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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const showDebugView = config.effect === "none";
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const [numRows, numColumns] = [config.numColumns, config.numColumns];
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const commonUniforms = {
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
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numColumns,
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numRows,
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showDebugView,
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};
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const introDoubleBuffer = makeComputeDoubleBuffer(regl, 1, numColumns);
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const rainPassIntro = loadText("shaders/glsl/rainPass.intro.frag.glsl");
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const introUniforms = {
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const computeDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassCompute = loadText("shaders/glsl/rainPass.compute.frag.glsl");
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const computeUniforms = {
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...commonUniforms,
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...extractEntries(config, ["fallSpeed", "skipIntro"]),
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...extractEntries(config, ["fallSpeed", "raindropLength"]),
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...extractEntries(config, ["cycleSpeed", "cycleFrameSkip"]),
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};
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const intro = regl({
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const compute = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...introUniforms,
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previousIntroState: introDoubleBuffer.back,
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...computeUniforms,
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previousComputeState: computeDoubleBuffer.back,
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},
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framebuffer: introDoubleBuffer.front,
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framebuffer: computeDoubleBuffer.front,
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});
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const raindropDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassRaindrop = loadText("shaders/glsl/rainPass.raindrop.frag.glsl");
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const raindropUniforms = {
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...commonUniforms,
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...extractEntries(config, ["brightnessDecay", "fallSpeed", "raindropLength", "loops", "skipIntro"]),
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};
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const raindrop = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...raindropUniforms,
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introState: introDoubleBuffer.front,
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previousRaindropState: raindropDoubleBuffer.back,
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},
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framebuffer: raindropDoubleBuffer.front,
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});
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const symbolDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassSymbol = loadText("shaders/glsl/rainPass.symbol.frag.glsl");
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const symbolUniforms = {
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...commonUniforms,
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...extractEntries(config, ["cycleSpeed", "cycleFrameSkip", "loops"]),
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};
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const symbol = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...symbolUniforms,
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raindropState: raindropDoubleBuffer.front,
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previousSymbolState: symbolDoubleBuffer.back,
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},
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framebuffer: symbolDoubleBuffer.front,
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});
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const effectDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassEffect = loadText("shaders/glsl/rainPass.effect.frag.glsl");
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const effectUniforms = {
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...commonUniforms,
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...extractEntries(config, ["hasThunder", "rippleScale", "rippleSpeed", "rippleThickness", "loops"]),
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rippleType,
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};
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const effect = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...effectUniforms,
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raindropState: raindropDoubleBuffer.front,
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previousEffectState: effectDoubleBuffer.back,
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},
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framebuffer: effectDoubleBuffer.front,
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});
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const quadPositions = Array(numQuadRows)
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const quadPositions = Array(1)
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.fill()
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.map((_, y) =>
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Array(numQuadColumns)
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Array(1)
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.fill()
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.map((_, x) => Array(numVerticesPerQuad).fill([x, y]))
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);
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
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const glintMSDF = loadImage(regl, config.glintMSDFURL);
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const baseTexture = loadImage(regl, config.baseTextureURL, true);
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const glintTexture = loadImage(regl, config.glintTextureURL, true);
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const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
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const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
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const output = makePassFBO(regl, config.useHalfFloat);
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@@ -153,17 +77,8 @@ export default ({ regl, config }) => {
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"brightnessThreshold",
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"brightnessOverride",
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"isolateCursor",
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"isolateGlint",
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"glyphEdgeCrop",
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"isPolar",
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]),
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density,
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numQuadColumns,
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numQuadRows,
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quadSize,
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slantScale,
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slantVec,
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volumetric,
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};
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const render = regl({
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blend: {
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@@ -179,45 +94,25 @@ export default ({ regl, config }) => {
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uniforms: {
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...renderUniforms,
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raindropState: raindropDoubleBuffer.front,
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symbolState: symbolDoubleBuffer.front,
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effectState: effectDoubleBuffer.front,
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computeState: computeDoubleBuffer.front,
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glyphMSDF: glyphMSDF.texture,
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glintMSDF: glintMSDF.texture,
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baseTexture: baseTexture.texture,
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glintTexture: glintTexture.texture,
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msdfPxRange: 4.0,
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glyphMSDFSize: () => [glyphMSDF.width(), glyphMSDF.height()],
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glintMSDFSize: () => [glintMSDF.width(), glintMSDF.height()],
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camera: regl.prop("camera"),
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transform: regl.prop("transform"),
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screenSize: regl.prop("screenSize"),
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},
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attributes: {
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aPosition: quadPositions,
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aCorner: Array(numQuads).fill(quadVertices),
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aCorner: quadVertices,
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},
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count: numQuads * numVerticesPerQuad,
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count: numVerticesPerQuad,
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framebuffer: output,
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});
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// Camera and transform math for the volumetric mode
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const screenSize = [1, 1];
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const { mat4, vec3 } = glMatrix;
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const transform = mat4.create();
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if (volumetric && config.isometric) {
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mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
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mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
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} else {
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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}
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const camera = mat4.create();
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return makePass(
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{
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@@ -225,36 +120,17 @@ export default ({ regl, config }) => {
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},
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Promise.all([
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glyphMSDF.loaded,
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glintMSDF.loaded,
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baseTexture.loaded,
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glintTexture.loaded,
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rainPassIntro.loaded,
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rainPassRaindrop.loaded,
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rainPassSymbol.loaded,
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rainPassCompute.loaded,
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rainPassVert.loaded,
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rainPassFrag.loaded,
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]),
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(w, h) => {
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output.resize(w, h);
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const aspectRatio = w / h;
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if (volumetric && config.isometric) {
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if (aspectRatio > 1) {
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mat4.ortho(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
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} else {
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mat4.ortho(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
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}
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} else {
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mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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}
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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},
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(shouldRender) => {
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intro({ frag: rainPassIntro.text() });
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raindrop({ frag: rainPassRaindrop.text() });
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symbol({ frag: rainPassSymbol.text() });
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effect({ frag: rainPassEffect.text() });
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compute({ frag: rainPassCompute.text() });
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if (shouldRender) {
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regl.clear({
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@@ -263,7 +139,7 @@ export default ({ regl, config }) => {
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framebuffer: output,
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});
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render({ camera, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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render({ screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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}
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}
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);
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