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Combining the rain pass's compute shaders
This commit is contained in:
78
shaders/glsl/rainPass.compute.frag.glsl
Normal file
78
shaders/glsl/rainPass.compute.frag.glsl
Normal file
@@ -0,0 +1,78 @@
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precision highp float;
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#define PI 3.14159265359
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousComputeState;
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uniform float numColumns, numRows;
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uniform float time, tick, cycleFrameSkip;
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uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform float glyphSequenceLength;
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uniform float raindropLength;
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// Helper functions for generating randomness, borrowed from elsewhere
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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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float wobble(float x) {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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float getRainBrightness(float simTime, vec2 glyphPos) {
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float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
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float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
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rainTime = wobble(rainTime);
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return 1.0 - fract(rainTime);
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}
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vec2 computeRaindrop(float simTime, vec2 glyphPos) {
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float brightness = getRainBrightness(simTime, glyphPos);
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float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
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bool cursor = brightness > brightnessBelow;
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return vec2(brightness, cursor);
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}
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vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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float previousSymbol = previous.r;
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float previousAge = previous.g;
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bool resetGlyph = isFirstFrame;
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if (resetGlyph) {
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previousAge = randomFloat(screenPos + 0.5);
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previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
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}
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float cycleSpeed = animationSpeed * cycleSpeed;
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float age = previousAge;
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float symbol = previousSymbol;
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if (mod(tick, cycleFrameSkip) == 0.) {
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age += cycleSpeed * cycleFrameSkip;
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if (age >= 1.) {
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symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
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age = fract(age);
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}
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}
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return vec2(symbol, age);
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}
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void main() {
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float simTime = time * animationSpeed;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec2 raindrop = computeRaindrop(simTime, glyphPos);
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bool isFirstFrame = tick <= 1.;
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vec4 previous = texture2D( previousComputeState, screenPos );
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vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
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vec2 symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, previousSymbol);
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gl_FragColor = vec4(raindrop, symbol);
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}
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@@ -1,99 +0,0 @@
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precision highp float;
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// These effects are used to spice up the non-canon versions of the code rain.
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// The shader writes them to the channels of a data texture:
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// R: multiplied effects— magnify the cell's brightness
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// G: added effects— offset the cell's brightness
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// B: unused
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// A: unused
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousEffectState;
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uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed;
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uniform bool hasThunder, loops;
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uniform float glyphHeightToWidth;
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uniform int rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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// Helper functions for generating randomness, borrowed from elsewhere
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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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float wobble(float x) {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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float getThunder(float simTime, vec2 screenPos) {
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if (!hasThunder) {
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return 0.;
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}
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float thunderTime = simTime * 0.5;
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float thunder = 1. - fract(wobble(thunderTime));
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if (loops) {
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thunder = 1. - fract(thunderTime + 0.3);
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}
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.) * 10. * pow(screenPos.y, 2.);
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return thunder;
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}
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float getRipple(float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return 0.;
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}
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float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
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if (loops) {
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rippleTime = (simTime * 0.5) * rippleSpeed + 1.;
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}
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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if (loops) {
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offset = vec2(0.);
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}
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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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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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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return 0.75;
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}
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return 0.;
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}
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// Main function
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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float multipliedEffects = 1. + getThunder(simTime, screenPos);
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float addedEffects = getRipple(simTime, screenPos); // Round or square ripples across the grid
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vec4 result = vec4(multipliedEffects, addedEffects, 0., 0.);
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return result;
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}
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void main() {
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float simTime = time * animationSpeed;
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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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vec4 previous = texture2D( previousEffectState, screenPos );
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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@@ -4,25 +4,18 @@
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#endif
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precision lowp float;
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uniform sampler2D raindropState, symbolState, effectState;
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uniform sampler2D computeState;
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uniform float numColumns, numRows;
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uniform sampler2D glyphMSDF, glintMSDF, baseTexture, glintTexture;
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uniform sampler2D glyphMSDF;
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uniform float msdfPxRange;
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uniform vec2 glyphMSDFSize, glintMSDFSize;
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uniform vec2 glyphMSDFSize;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
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uniform float brightnessOverride, brightnessThreshold;
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uniform vec2 glyphTextureGridSize;
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uniform vec2 slantVec;
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uniform float slantScale;
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uniform bool isPolar;
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uniform bool showDebugView;
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uniform bool volumetric;
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uniform bool isolateCursor, isolateGlint;
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uniform bool isolateCursor;
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varying vec2 vUV;
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varying vec4 vRaindrop, vSymbol, vEffect;
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varying float vDepth;
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float median3(vec3 i) {
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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@@ -34,39 +27,15 @@ float modI(float a, float b) {
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}
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vec2 getUV(vec2 uv) {
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if (volumetric) {
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return uv;
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}
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if (isPolar) {
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// Curved space that makes letters appear to radiate from up above
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uv -= 0.5;
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uv *= 0.5;
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uv.y -= 0.5;
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float radius = length(uv);
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
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uv = vec2(fract(angle * 4. - 0.5), 1.5 * (1. - sqrt(radius)));
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} else {
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// Applies the slant and scales space so the viewport is fully covered
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uv = vec2(
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(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
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(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
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) * slantScale + 0.5;
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}
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uv.y /= glyphHeightToWidth;
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return uv;
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}
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vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
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vec3 getBrightness(vec2 raindrop, vec2 uv) {
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float base = raindrop.r + max(0., 1.0 - raindrop.a * 5.0);
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float base = raindrop.r;
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bool isCursor = bool(raindrop.g) && isolateCursor;
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float glint = base;
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float multipliedEffects = effect.r;
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float addedEffects = effect.g;
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vec2 textureUV = fract(uv * vec2(numColumns, numRows));
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base = base * baseContrast + baseBrightness;
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@@ -77,19 +46,10 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
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base = brightnessOverride;
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}
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base = base * multipliedEffects + addedEffects;
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glint = glint * multipliedEffects + addedEffects;
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric && !showDebugView) {
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base = base * min(1.0, quadDepth);
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glint = glint * min(1.0, quadDepth);
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}
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return vec3(
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(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
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glint
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) * raindrop.b;
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);
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}
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vec2 getSymbolUV(float index) {
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@@ -119,16 +79,6 @@ vec2 getSymbol(vec2 uv, float index) {
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symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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}
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if (isolateGlint) {
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vec2 unitRange = vec2(msdfPxRange) / glintMSDFSize;
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vec2 screenTexSize = vec2(1.0) / fwidth(uv);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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float signedDistance = median3(texture2D(glintMSDF, uv).rgb);
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float screenPxDistance = screenPxRange * (signedDistance - 0.5);
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symbol.g = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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}
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return symbol;
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}
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@@ -137,30 +87,10 @@ void main() {
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vec2 uv = getUV(vUV);
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// Unpack the values from the data textures
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vec4 raindropData = volumetric ? vRaindrop : texture2D(raindropState, uv);
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vec4 symbolData = volumetric ? vSymbol : texture2D( symbolState, uv);
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vec4 effectData = volumetric ? vEffect : texture2D( effectState, uv);
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vec4 data = texture2D(computeState, uv);
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vec3 brightness = getBrightness(
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raindropData,
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effectData,
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vDepth,
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uv
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);
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vec2 symbol = getSymbol(uv, symbolData.r);
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vec3 brightness = getBrightness(data.rg, uv);
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vec2 symbol = getSymbol(uv, data.b);
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if (showDebugView) {
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gl_FragColor = vec4(
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vec3(
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raindropData.g,
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vec2(
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1. - ((1.0 - raindropData.r) * 3.),
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1. - ((1.0 - raindropData.r) * 8.)
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) * (1. - raindropData.g)
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) * symbol.r,
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1.
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);
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} else {
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gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
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}
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gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
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}
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@@ -1,67 +0,0 @@
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precision highp float;
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// This shader governs the "intro"— the initial stream of rain from a blank screen.
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// It writes falling rain to the channels of a data texture:
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// R: raindrop length
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// G: unused
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// B: unused
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// A: unused
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#define PI 3.14159265359
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousIntroState;
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uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed, fallSpeed;
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uniform bool skipIntro;
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// Helper functions for generating randomness, borrowed from elsewhere
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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 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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float wobble(float x) {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Main function
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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if (skipIntro) {
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return vec4(2., 0., 0., 0.);
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}
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float columnTimeOffset;
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int column = int(glyphPos.x);
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if (column == int(numColumns / 2.)) {
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columnTimeOffset = -1.;
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} else if (column == int(numColumns * 0.75)) {
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columnTimeOffset = -2.;
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} else {
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columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
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columnTimeOffset += (sin(glyphPos.x / numColumns * PI) - 1.) * 2. - 2.5;
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}
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float introTime = (simTime + columnTimeOffset) * fallSpeed / numRows * 100.;
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vec4 result = vec4(introTime, 0., 0., 0.);
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return result;
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}
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void main() {
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float simTime = time * animationSpeed;
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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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vec4 previous = texture2D( previousIntroState, screenPos );
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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@@ -1,93 +0,0 @@
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precision highp float;
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// This shader is the star of the show.
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// It writes falling rain to the channels of a data texture:
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// R: raindrop brightness
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// G: whether the cell is a "cursor"
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// B: whether the cell is "activated" — to animate the intro
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// A: unused
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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 SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousRaindropState, introState;
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uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed, fallSpeed;
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uniform bool loops, skipIntro;
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uniform float brightnessDecay;
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uniform float raindropLength;
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// Helper functions for generating randomness, borrowed from elsewhere
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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 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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float wobble(float x) {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// This is the code rain'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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// It's also why those bright areas are truncated into raindrops.
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float getRainBrightness(float simTime, vec2 glyphPos) {
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float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
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float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
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if (loops) {
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columnSpeedOffset = 0.5;
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}
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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||||
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
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if (!loops) {
|
||||
rainTime = wobble(rainTime);
|
||||
}
|
||||
return 1.0 - fract(rainTime);
|
||||
}
|
||||
|
||||
// Main function
|
||||
|
||||
vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec4 previous, vec4 intro) {
|
||||
float brightness = getRainBrightness(simTime, glyphPos);
|
||||
float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
|
||||
|
||||
float introProgress = intro.r - (1. - glyphPos.y / numRows);
|
||||
float introProgressBelow = intro.r - (1. - (glyphPos.y - 1.) / numRows);
|
||||
|
||||
bool activated = bool(previous.b) || skipIntro || introProgress > 0.;
|
||||
bool activatedBelow = skipIntro || introProgressBelow > 0.;
|
||||
|
||||
bool cursor = brightness > brightnessBelow || (activated && !activatedBelow);
|
||||
|
||||
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
|
||||
if (!isFirstFrame) {
|
||||
float previousBrightness = previous.r;
|
||||
brightness = mix(previousBrightness, brightness, brightnessDecay);
|
||||
}
|
||||
|
||||
vec4 result = vec4(brightness, cursor, activated, introProgress);
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
float simTime = time * animationSpeed;
|
||||
bool isFirstFrame = tick <= 1.;
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
vec4 previous = texture2D( previousRaindropState, screenPos );
|
||||
vec4 intro = texture2D( introState, vec2(screenPos.x, 0.) );
|
||||
gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, previous, intro);
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
precision highp float;
|
||||
|
||||
// This shader governs the glyphs appearing in the rain.
|
||||
// It writes each glyph's state to the channels of a data texture:
|
||||
// R: symbol
|
||||
// G: age
|
||||
// B: unused
|
||||
// A: unused
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D previousSymbolState, raindropState;
|
||||
uniform float numColumns, numRows;
|
||||
uniform float time, tick, cycleFrameSkip;
|
||||
uniform float animationSpeed, cycleSpeed;
|
||||
uniform bool loops, showDebugView;
|
||||
uniform float glyphSequenceLength;
|
||||
|
||||
// Helper functions for generating randomness, borrowed from elsewhere
|
||||
|
||||
highp float randomFloat( const in vec2 uv ) {
|
||||
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||||
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
// Main function
|
||||
|
||||
vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous, vec4 raindrop) {
|
||||
|
||||
float previousSymbol = previous.r;
|
||||
float previousAge = previous.g;
|
||||
bool resetGlyph = isFirstFrame;
|
||||
if (loops) {
|
||||
resetGlyph = resetGlyph || raindrop.r <= 0.;
|
||||
}
|
||||
if (resetGlyph) {
|
||||
previousAge = randomFloat(screenPos + 0.5);
|
||||
previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
|
||||
}
|
||||
float cycleSpeed = animationSpeed * cycleSpeed;
|
||||
float age = previousAge;
|
||||
float symbol = previousSymbol;
|
||||
if (mod(tick, cycleFrameSkip) == 0.) {
|
||||
age += cycleSpeed * cycleFrameSkip;
|
||||
if (age >= 1.) {
|
||||
symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
|
||||
age = fract(age);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 result = vec4(symbol, age, 0., 0.);
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
float simTime = time * animationSpeed;
|
||||
bool isFirstFrame = tick <= 1.;
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
vec4 previous = texture2D( previousSymbolState, screenPos );
|
||||
vec4 raindrop = texture2D( raindropState, screenPos );
|
||||
gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous, raindrop);
|
||||
}
|
||||
@@ -1,51 +1,15 @@
|
||||
#define PI 3.14159265359
|
||||
precision lowp float;
|
||||
attribute vec2 aPosition, aCorner;
|
||||
uniform sampler2D raindropState, symbolState, effectState;
|
||||
uniform float density;
|
||||
uniform vec2 quadSize;
|
||||
uniform float glyphHeightToWidth, glyphVerticalSpacing;
|
||||
uniform mat4 camera, transform;
|
||||
uniform float glyphVerticalSpacing;
|
||||
uniform vec2 screenSize;
|
||||
uniform float time, animationSpeed, forwardSpeed;
|
||||
uniform bool volumetric;
|
||||
uniform float time, animationSpeed;
|
||||
varying vec2 vUV;
|
||||
varying vec4 vRaindrop, vSymbol, vEffect;
|
||||
varying float vDepth;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||||
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vUV = (aPosition + aCorner) * quadSize;
|
||||
vRaindrop = texture2D(raindropState, aPosition * quadSize);
|
||||
vSymbol = texture2D( symbolState, aPosition * quadSize);
|
||||
vEffect = texture2D( effectState, aPosition * quadSize);
|
||||
|
||||
// Calculate the world space position
|
||||
float quadDepth = 0.0;
|
||||
if (volumetric) {
|
||||
float startDepth = rand(vec2(aPosition.x, 0.));
|
||||
quadDepth = fract(startDepth + time * animationSpeed * forwardSpeed);
|
||||
vDepth = quadDepth;
|
||||
}
|
||||
vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
|
||||
if (volumetric) {
|
||||
position.y += rand(vec2(aPosition.x, 1.)) * quadSize.y;
|
||||
}
|
||||
vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
|
||||
|
||||
// Convert the world space position to screen space
|
||||
if (volumetric) {
|
||||
pos.x /= glyphHeightToWidth;
|
||||
pos = camera * transform * pos;
|
||||
} else {
|
||||
pos.xy *= screenSize;
|
||||
}
|
||||
|
||||
vUV = aPosition + aCorner;
|
||||
vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner);
|
||||
vec4 pos = vec4((position - 0.5) * 2.0, 0.0, 1.0);
|
||||
pos.xy *= screenSize;
|
||||
gl_Position = pos;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user