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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
You can now loop the effect. It's not super great, but it ought to make it easier to create repeating backgrounds or something.
This commit is contained in:
@@ -92,7 +92,7 @@ Now you know link fu. Here's a list of customization options:
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- ("none" displays the texture whose RGBA values represent the glyph shape and brightness data. _epilepsy warning_: lots of flickering)
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- **colors** - if you set the effect to "customStripes", you can specify the colors of vertical stripes as alternating *R,G,B* numeric values, like so: [https://rezmason.github.io/matrix/?effect=customStripes&colors=1,0,0,1,1,0,0,1,0](https://rezmason.github.io/matrix/?effect=customStripes&colors=1,0,0,1,1,0,0,1,0)
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- **url** - if you set the effect to "image", this is how you specify which image to load. It doesn't work with any URL; I suggest grabbing them from Wikipedia: [https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg](https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg)
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- **loops** - (WIP) if set to "true", this causes the effect to loop, so that it can be converted into a looping video.
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---
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### other details
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@@ -77,6 +77,7 @@ const defaults = {
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useHalfFloat: false,
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renderer: "webgpu", // The preferred web graphics API
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useHoloplay: false,
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loops: false,
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};
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const versions = {
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@@ -274,6 +275,7 @@ const paramMapping = {
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stripeColors: { key: "stripeColors", parser: (s) => s },
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backgroundColor: { key: "backgroundColor", parser: (s) => s.split(",").map(parseFloat) },
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volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
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loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
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renderer: { key: "renderer", parser: (s) => s },
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};
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paramMapping.dropLength = paramMapping.raindropLength;
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@@ -76,6 +76,7 @@ export default ({ regl, config, lkg }) => {
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"rippleScale",
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"rippleSpeed",
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"rippleThickness",
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"loops",
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]),
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cycleStyle,
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rippleType,
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@@ -20,7 +20,7 @@ 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 bool hasSun, hasThunder;
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uniform bool hasSun, hasThunder, loops;
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uniform bool showComputationTexture;
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uniform float brightnessOverride, brightnessThreshold, brightnessDecay;
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uniform float raindropLength, glyphHeightToWidth;
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@@ -51,14 +51,18 @@ float wobble(float x) {
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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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// columnSpeedOffset = 0.; // TODO: loop
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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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// value = 1. - fract(rainTime); // TODO: loop
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if (loops) {
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value = 1. - fract(rainTime);
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}
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return log(value * 1.25) * 3.;
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}
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@@ -84,7 +88,9 @@ float applySunShowerBrightness(float brightness, vec2 screenPos) {
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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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// thunder = 1. - fract(simTime + 0.3); // TODO: loop
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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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@@ -98,10 +104,14 @@ float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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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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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // TODO: loop
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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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// offset = vec2(0.); // TODO: loop
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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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@@ -149,7 +159,10 @@ vec4 computeResult(bool isFirstFrame, vec4 previousResult, vec2 glyphPos, vec2 s
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// Determine the glyph's cycle— the percent this glyph has progressed through the glyph sequence
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float previousCycle = previousResult.g;
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bool resetGlyph = isFirstFrame; // || previousBrightness <= 0.; // TODO: loop
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bool resetGlyph = isFirstFrame;
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if (loops) {
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resetGlyph = resetGlyph || previousBrightness <= 0.;
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}
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if (resetGlyph) {
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previousCycle = showComputationTexture ? 0. : randomFloat(screenPos);
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}
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@@ -37,6 +37,7 @@ struct Config {
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slantScale : f32;
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slantVec : vec2<f32>;
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volumetric : i32;
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loops : i32;
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highPassThreshold : f32;
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};
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@@ -127,14 +128,18 @@ fn wobble(x : f32) -> f32 {
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fn getRainTime(simTime : f32, glyphPos : vec2<f32>) -> f32 {
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var columnTimeOffset = randomFloat(vec2<f32>(glyphPos.x, 0.0)) * 1000.0;
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var columnSpeedOffset = randomFloat(vec2<f32>(glyphPos.x + 0.1, 0.0)) * 0.5 + 0.5;
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// columnSpeedOffset = 0.0; // TODO: loop
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if (bool(config.loops)) {
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columnSpeedOffset = 0.5;
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}
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var columnTime = columnTimeOffset + simTime * config.fallSpeed * columnSpeedOffset;
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return (glyphPos.y * 0.01 + columnTime) / config.raindropLength;
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}
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fn getBrightness(rainTime : f32) -> f32 {
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var value = 1.0 - fract(wobble(rainTime));
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// value = 1.0 - fract(rainTime); // TODO: loop
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if (bool(config.loops)) {
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value = 1.0 - fract(rainTime);
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}
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return log(value * 1.25) * 3.0;
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}
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@@ -160,7 +165,9 @@ fn applySunShowerBrightness(brightness : f32, screenPos : vec2<f32>) -> f32 {
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fn applyThunderBrightness(brightness : f32, simTime : f32, screenPos : vec2<f32>) -> f32 {
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var thunderTime = simTime * 0.5;
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var thunder = 1.0 - fract(wobble(thunderTime));
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// thunder = 1.0 - fract(thunderTime + 0.3); // TODO: loop
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if (bool(config.loops)) {
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thunder = 1.0 - fract(thunderTime + 0.3);
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}
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thunder = log(thunder * 1.5) * 4.0;
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thunder = clamp(thunder, 0.0, 1.0);
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@@ -174,10 +181,14 @@ fn applyRippleEffect(effect : f32, simTime : f32, screenPos : vec2<f32>) -> f32
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}
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var rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * config.rippleSpeed + 1.0; // TODO: clarify
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// rippleTime = (simTime * 0.5) * config.rippleSpeed + 1.0; // TODO: loop
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if (bool(config.loops)) {
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rippleTime = (simTime * 0.5) * config.rippleSpeed + 1.0;
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}
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var offset = randomVec2(vec2<f32>(floor(rippleTime), 0.0)) - 0.5;
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// offset = vec2<f32>(0.0); // TODO: loop
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if (bool(config.loops)) {
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offset = vec2<f32>(0.0);
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}
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var ripplePos = screenPos * 2.0 - 1.0 + offset;
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var rippleDistance : f32;
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if (config.rippleType == 0) {
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@@ -225,7 +236,10 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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// Determine the glyph's cycle— the percent this glyph has progressed through the glyph sequence
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var previousCycle = previousResult.g;
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var resetGlyph = isFirstFrame; // || previousBrightness <= 0.0; // TODO: loop
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var resetGlyph = isFirstFrame;
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if (bool(config.loops)) {
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resetGlyph = resetGlyph || previousBrightness < 0.0;
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}
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if (resetGlyph) {
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previousCycle = select(randomFloat(screenPos), 0.0, bool(config.showComputationTexture));
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}
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