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https://github.com/Rezmason/matrix.git
synced 2026-04-18 22:29:28 -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
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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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