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Combining the rain pass's compute shaders
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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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