mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Move brightness from the shine compute shader to the fragment shader and clean it up
This commit is contained in:
18
TODO.txt
18
TODO.txt
@@ -1,18 +1,15 @@
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TODO:
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Test all the versions!
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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Rain pass frag's output should match its debug view output
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Move brightness and contrast logic to the later passes
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The channels get individually blurred
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Then the other passes use the red, green and blue channels for separate things
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red: cursor
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green: long tail
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blue: short tail
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Tune the colors
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New config properties
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The post-bloom passes should apply brightness, contrast, and handle effects
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r: cursor, g: long tail, b: short tail, a: maybe effects data goes here? we'll see
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But, the texture format beyond the rain pass is 8-bit. Something to watch out for.
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Create new, simpler default colorizer
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Config properties: Cursor color, long tail color, short tail color
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Figure out what to do with the thunder and ripple
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Tune ALL the versions!
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Find a way to support the old stuff?
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Migrate to WebGPU
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@@ -27,7 +24,6 @@ Audio system
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Randomize pitch a little?
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Playdate version
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Separate glyph cycling from brightness
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Audio system
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Falling sound
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Launch sound
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10
js/config.js
10
js/config.js
@@ -150,11 +150,11 @@ const versions = {
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font: "coptic",
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bloomStrength: 1,
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highPassThreshold: 0,
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cycleSpeed: 0.05,
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cycleSpeed: 0.005,
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baseBrightness: -1.3,
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baseContrast: 2,
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brightnessDecay: 0.05,
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fallSpeed: 0.04,
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fallSpeed: 0.02,
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isPolar: true,
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rippleTypeName: "circle",
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rippleSpeed: 0.1,
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@@ -176,7 +176,7 @@ const versions = {
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baseContrast: 1.17,
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highPassThreshold: 0,
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numColumns: 70,
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cycleSpeed: 0.05,
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cycleSpeed: 0.03,
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bloomStrength: 0.7,
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fallSpeed: 0.3,
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paletteEntries: [
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@@ -218,7 +218,7 @@ const versions = {
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font: "resurrections",
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numColumns: 20,
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fallSpeed: 0.35,
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cycleSpeed: 0.3,
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cycleSpeed: 0.04,
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glyphEdgeCrop: 0.1,
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ditherMagnitude: 0,
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paletteEntries: [
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@@ -240,7 +240,7 @@ const versions = {
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["3d"]: {
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volumetric: true,
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fallSpeed: 0.5,
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cycleSpeed: 0.35,
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cycleSpeed: 0.03,
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baseBrightness: -0.9,
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baseContrast: 1.5,
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raindropLength: 0.3,
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@@ -59,7 +59,7 @@ export default ({ regl, config, lkg }) => {
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const rainPassShine = loadText("shaders/glsl/rainPass.shine.frag.glsl");
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const shineUniforms = {
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...commonUniforms,
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...extractEntries(config, ["baseBrightness", "baseContrast", "brightnessDecay", "fallSpeed", "raindropLength", "loops"]),
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...extractEntries(config, ["brightnessDecay", "fallSpeed", "raindropLength", "loops"]),
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};
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const shine = regl({
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frag: regl.prop("frag"),
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@@ -126,6 +126,8 @@ export default ({ regl, config, lkg }) => {
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"forwardSpeed",
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"glyphVerticalSpacing",
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// fragment
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"baseBrightness",
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"baseContrast",
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"brightnessThreshold",
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"brightnessOverride",
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"cursorBrightness",
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@@ -8,6 +8,7 @@ uniform sampler2D shineState, symbolState, effectState;
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uniform float numColumns, numRows;
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uniform sampler2D glyphTex;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform float baseContrast, baseBrightness;
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uniform float brightnessOverride, brightnessThreshold, cursorBrightness;
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uniform vec2 glyphTextureGridSize;
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uniform vec2 slantVec;
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@@ -29,84 +30,99 @@ float modI(float a, float b) {
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return floor(m + 0.5);
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}
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vec2 getSymbolUV(float symbol) {
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float symbolX = modI(symbol, glyphTextureGridSize.x);
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float symbolY = (symbol - symbolX) / glyphTextureGridSize.x;
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symbolY = glyphTextureGridSize.y - symbolY - 1.;
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return vec2(symbolX, symbolY);
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}
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vec2 getUV(vec2 uv) {
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void main() {
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vec2 uv = vUV;
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// In normal mode, derives the current glyph and UV from vUV
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if (!volumetric) {
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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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if (volumetric) {
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return uv;
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}
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// Unpack the values from the data textures
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vec4 shine = volumetric ? vShine : texture2D(shineState, uv);
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vec4 symbol = volumetric ? vSymbol : texture2D(symbolState, uv);
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vec4 effect = volumetric ? vEffect : texture2D(effectState, uv);
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vec2 symbolUV = getSymbolUV(symbol.r);
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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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float brightness = shine.r;
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uv.y /= glyphHeightToWidth;
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return uv;
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}
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float getBrightness(float brightness, float cursor, float multipliedEffects, float addedEffects) {
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brightness = (1.0 - brightness) * baseContrast + baseBrightness;
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold) {
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brightness = brightnessOverride;
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}
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brightness *= effect.r; // multiplied effects
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brightness += effect.g; // added effects
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brightness = max(shine.b * cursorBrightness, brightness);
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brightness *= multipliedEffects;
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brightness += addedEffects;
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brightness = max(cursor * cursorBrightness, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric && !showDebugView) {
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brightness = brightness * min(1., vDepth);
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}
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return brightness;
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}
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vec2 getSymbolUV(float index) {
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float symbolX = modI(index, glyphTextureGridSize.x);
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float symbolY = (index - symbolX) / glyphTextureGridSize.x;
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symbolY = glyphTextureGridSize.y - symbolY - 1.;
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return vec2(symbolX, symbolY);
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}
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float getSymbol(vec2 uv, float index) {
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// resolve UV to cropped position of glyph in MSDF texture
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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glyphUV -= 0.5;
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glyphUV *= clamp(1. - glyphEdgeCrop, 0., 1.);
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glyphUV += 0.5;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureGridSize;
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uv = fract(uv * vec2(numColumns, numRows));
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uv -= 0.5;
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uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
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uv += 0.5;
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uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
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// MSDF: calculate brightness of fragment based on distance to shape
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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vec3 dist = texture2D(glyphTex, uv).rgb;
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float sigDist = median3(dist) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0., 1.);
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return clamp(sigDist/fwidth(sigDist) + 0.5, 0., 1.);
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}
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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 shineData = volumetric ? vShine : texture2D( shineState, 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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float brightness = getBrightness(shineData.r, shineData.g, effectData.r, effectData.g);
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float symbol = getSymbol(uv, symbolData.r);
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if (showDebugView) {
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gl_FragColor = vec4(
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vec3(
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shine.b,
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shineData.g,
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vec2(
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1.0 - (shine.g * 3.0),
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1.0 - (shine.g * 10.0)
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) * (1.0 - shine.b)
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) * alpha,
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1.0 - (shineData.r * 3.0),
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1.0 - (shineData.r * 8.0)
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) * (1.0 - shineData.g)
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) * symbol,
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1.
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);
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} else {
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gl_FragColor = vec4(brightness * alpha, 0., 0., 1.);
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gl_FragColor = vec4(brightness * symbol, 0., 0., 1.);
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}
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}
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@@ -42,11 +42,10 @@ 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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// This is the code rain'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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// It's also why those bright areas are truncated into raindrops.
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float getBrightness(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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@@ -57,20 +56,15 @@ float getRainTime(float simTime, vec2 glyphPos) {
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if (!loops) {
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rainTime = wobble(rainTime);
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}
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return rainTime;
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}
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float getBrightness(float rainTime) {
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return (1. - fract(rainTime)) * baseContrast + baseBrightness;
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return fract(rainTime);
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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) {
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float rainTime = getRainTime(simTime, glyphPos);
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float rainTimeBelow = getRainTime(simTime, glyphPos + vec2(0., -1.));
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float cursor = fract(rainTime) < fract(rainTimeBelow) ? 1.0 : 0.0;
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float brightness = getBrightness(rainTime);
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float brightness = getBrightness(simTime, glyphPos);
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float brightnessBelow = getBrightness(simTime, glyphPos + vec2(0., -1.));
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float cursor = brightness < brightnessBelow ? 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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@@ -78,7 +72,7 @@ vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenP
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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vec4 result = vec4(brightness, fract(rainTime), cursor, 0.0);
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vec4 result = vec4(brightness, cursor, 0.0, 0.0);
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return result;
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}
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