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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Removing the "resurrection" effect that mirrored the Matrix Resurrections trailers, as they aren't canon and the color channels of the output textures can be put to better use
This commit is contained in:
@@ -8,8 +8,7 @@
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- [3D mode](https://rezmason.github.io/matrix?volumetric=true)
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- [Holographic version](https://rezmason.github.io/matrix?version=holoplay) (requires a Looking Glass display; see it in action [here](https://www.youtube.com/watch?v=gwA9hfq1Ing))
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- Mirror mode, [with camera](https://rezmason.github.io/matrix/?version=updated&effect=mirror&camera=true) and [without](rezmason.github.io/matrix/?version=updated&effect=mirror). (Click to make ripples.)
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- [Matrix Resurrections code (WIP)](https://rezmason.github.io/matrix?version=resurrections)
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- [Matrix Resurrections's updated code (WIP)](https://rezmason.github.io/matrix?version=updated)
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- [Matrix Resurrections updated code (WIP)](https://rezmason.github.io/matrix?version=resurrections)
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- [Operator Matrix code (with ripple effects)](https://rezmason.github.io/matrix?version=operator)
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- [Code of the "Nightmare Matrix"](https://rezmason.github.io/matrix?version=nightmare)
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- [(you know, this stuff).](http://matrix.wikia.com/wiki/Nightmare_Matrix)
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16
js/config.js
16
js/config.js
@@ -56,7 +56,6 @@ const defaults = {
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useCamera: false,
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backgroundColor: [0, 0, 0], // The color "behind" the glyphs
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volumetric: false, // A mode where the raindrops appear in perspective
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resurrectingCodeRatio: 0, // The percent of columns that flow upward
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animationSpeed: 1, // The global rate that all animations progress
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forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
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bloomStrength: 0.7, // The intensity of the bloom
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@@ -172,17 +171,7 @@ const versions = {
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raindropLength: 0.4,
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},
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resurrections: {
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resurrectingCodeRatio: 0.25,
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glyphVerticalSpacing: 1.5,
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effect: "resurrections",
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numColumns: 100,
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volumetric: true,
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fallSpeed: 0.4,
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},
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updated: {
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font: "resurrections",
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bloomStrength:1,
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bloomSize:0.6,
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numColumns: 70,
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cycleStyleName: "cycleRandomly",
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cycleSpeed: 0.15,
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@@ -191,9 +180,7 @@ const versions = {
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{ hsl: [0.38, 1.0, 0.6], at: 0.92 },
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{ hsl: [0.38, 1.0, 1.0], at: 1.0 },
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],
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raindropLength: 1.4,
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highPassThreshold: 0.2,
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cursorEffectThreshold: 0.8,
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raindropLength: 1.4
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},
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palimpsest: {
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font: "huberfishA",
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@@ -253,6 +240,7 @@ const versions = {
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},
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};
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versions.throwback = versions.operator;
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versions.updated = versions.resurrections;
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versions["1999"] = versions.operator;
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versions["2003"] = versions.classic;
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versions["2021"] = versions.resurrections;
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@@ -5,7 +5,6 @@ import makeBloomPass from "./bloomPass.js";
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import makePalettePass from "./palettePass.js";
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import makeStripePass from "./stripePass.js";
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import makeImagePass from "./imagePass.js";
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import makeResurrectionPass from "./resurrectionPass.js";
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import makeQuiltPass from "./quiltPass.js";
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import makeMirrorPass from "./mirrorPass.js";
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import { setupCamera, cameraCanvas, cameraAspectRatio } from "../camera.js";
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@@ -20,8 +19,6 @@ const effects = {
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transPride: makeStripePass,
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trans: makeStripePass,
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image: makeImagePass,
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resurrection: makeResurrectionPass,
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resurrections: makeResurrectionPass,
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mirror: makeMirrorPass,
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};
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@@ -40,7 +40,7 @@ export default ({ regl, config, lkg }) => {
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const showComputationTexture = config.effect === "none";
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const commonUniforms = {
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize", "resurrectingCodeRatio"]),
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
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numColumns,
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numRows,
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showComputationTexture,
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@@ -1,37 +0,0 @@
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import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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// Criteria:
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// Upward-flowing glyphs should be golden
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// Downward-flowing glyphs should be tinted slightly blue on top and golden on the bottom
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// Cheat a lens blur, interpolating between the texture and bloom at the edges
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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backgroundColor,
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ditherMagnitude,
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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},
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framebuffer: output,
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});
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return makePass(
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{
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primary: output,
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},
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resurrectionPassFrag.loaded,
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(w, h) => output.resize(w, h),
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() => render({ frag: resurrectionPassFrag.text() })
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);
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};
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@@ -6,7 +6,6 @@ import makeBloomPass from "./bloomPass.js";
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import makePalettePass from "./palettePass.js";
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import makeStripePass from "./stripePass.js";
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import makeImagePass from "./imagePass.js";
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import makeResurrectionPass from "./resurrectionPass.js";
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import makeMirrorPass from "./mirrorPass.js";
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import makeEndPass from "./endPass.js";
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import { setupCamera, cameraCanvas, cameraAspectRatio, cameraSize } from "../camera.js";
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@@ -29,8 +28,6 @@ const effects = {
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transPride: makeStripePass,
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trans: makeStripePass,
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image: makeImagePass,
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resurrection: makeResurrectionPass,
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resurrections: makeResurrectionPass,
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mirror: makeMirrorPass,
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};
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@@ -1,74 +0,0 @@
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import { structs } from "../../lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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// Criteria:
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// Upward-flowing glyphs should be golden
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// Downward-flowing glyphs should be tinted slightly blue on top and golden on the bottom
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// Cheat a lens blur, interpolating between the texture and bloom at the edges
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const numVerticesPerQuad = 2 * 3;
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export default ({ config, device, timeBuffer }) => {
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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let computePipeline;
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let configBuffer;
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let computeBindGroup;
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let output;
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let screenSize;
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const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
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const loaded = (async () => {
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const [resurrectionShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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compute: {
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module: resurrectionShader.module,
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entryPoint: "computeMain",
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},
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});
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const configUniforms = structs.from(resurrectionShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, {
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bloomStrength: config.bloomStrength,
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ditherMagnitude: config.ditherMagnitude,
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backgroundColor: config.backgroundColor,
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});
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})();
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const build = (size, inputs) => {
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output?.destroy();
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output = makeComputeTarget(device, size);
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screenSize = size;
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computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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timeBuffer,
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linearSampler,
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inputs.primary.createView(),
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inputs.bloom.createView(),
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output.createView(),
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]);
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return {
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primary: output,
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};
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};
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const run = (encoder) => {
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatchWorkgroups(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.end();
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};
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return makePass(loaded, build, run);
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};
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@@ -9,7 +9,6 @@ uniform mat4 camera, transform;
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uniform vec2 screenSize;
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uniform float time, animationSpeed, forwardSpeed;
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uniform bool volumetric;
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uniform float resurrectingCodeRatio;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vGlyph;
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@@ -34,13 +33,7 @@ void main() {
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vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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// "Resurrected" columns are in the green channel,
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// and are vertically flipped (along with their glyphs)
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vChannel = vec3(1.0, 0.0, 0.0);
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if (volumetric && rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
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pos.y = -pos.y;
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vChannel = vec3(0.0, 1.0, 0.0);
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}
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// Convert the world space position to screen space
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if (volumetric) {
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@@ -7,7 +7,6 @@ struct Config {
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glyphSequenceLength : i32,
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glyphTextureGridSize : vec2<i32>,
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glyphHeightToWidth : f32,
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resurrectingCodeRatio : f32,
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gridSize : vec2<f32>,
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showComputationTexture : i32,
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@@ -344,13 +343,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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worldPosition /= quadGridSize;
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worldPosition = (worldPosition - 0.5) * 2.0;
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// "Resurrected" columns are in the green channel,
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// and are vertically flipped (along with their glyphs)
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var channel = vec3<f32>(1.0, 0.0, 0.0);
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if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) {
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worldPosition.y = -worldPosition.y;
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channel = vec3<f32>(0.0, 1.0, 0.0);
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}
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// Convert the vertex's world space position to screen space
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var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
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