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synced 2026-04-22 15:49:30 -07:00
Move brightness from the shine compute shader to the fragment shader and clean it up
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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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