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Split the rain pass's compute shader in two, with one governing brightness and the other governing glyph cycling. This allows glyphs to randomly cycle properly, and leaves room to store new properties.
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163
shaders/glsl/rainPass.shine.frag.glsl
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163
shaders/glsl/rainPass.shine.frag.glsl
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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 four channels of a data texture:
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// R: brightness
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// G: unused
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// B: whether the cell is a "cursor"
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// A: some other effect, such as a ripple
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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 previousShineState;
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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 hasSun, hasThunder, loops;
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uniform float brightnessDecay;
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uniform float baseContrast, baseBrightness;
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uniform float raindropLength, 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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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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// Core functions
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// Rain time is the shader's key underlying concept.
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// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
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float getRainTime(float simTime, vec2 glyphPos) {
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float columnTimeOffset = 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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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float getBrightness(float rainTime) {
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float value = 1. - fract(wobble(rainTime));
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if (loops) {
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value = 1. - fract(rainTime);
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}
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return value * baseContrast + baseBrightness;
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}
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// Additional effects
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float applySunShowerBrightness(float brightness, vec2 screenPos) {
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if (brightness >= -4.) {
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brightness = pow(fract(brightness * 0.5), 3.) * screenPos.y * 1.5;
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}
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return brightness;
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}
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float applyThunderBrightness(float brightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1. - fract(wobble(simTime));
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if (loops) {
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thunder = 1. - fract(simTime + 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.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return brightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return effect;
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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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effect += 0.75;
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}
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return effect;
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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, vec4 previousBelow) {
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// Determine the glyph's local time.
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float rainTime = getRainTime(simTime, glyphPos);
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// Rain time is the backbone of this effect.
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// Determine the glyph's brightness.
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float brightness = getBrightness(rainTime);
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if (hasSun) brightness = applySunShowerBrightness(brightness, screenPos);
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if (hasThunder) brightness = applyThunderBrightness(brightness, simTime, screenPos);
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// Determine the glyph's effect— the amount the glyph lights up for other reasons
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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float previousBrightnessBelow = previousBelow.r;
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float cursor = brightness > previousBrightnessBelow ? 1.0 : 0.0;
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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float previousBrightness = previous.r;
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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vec4 result = vec4(brightness, 0., cursor, effect);
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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( previousShineState, screenPos );
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vec4 previousBelow = texture2D( previousShineState, screenPos + vec2(0., -1. / numRows));
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous, previousBelow);
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}
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