mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
code brightness is now intensified by the ripples. Added webcam support.
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
import { loadImage, loadText, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
const start = Date.now();
|
||||
let start = Date.now();
|
||||
const numClicks = 5;
|
||||
const clicks = Array(numClicks).fill([0, 0, -Infinity]).flat();
|
||||
let aspectRatio = 1;
|
||||
@@ -13,7 +13,41 @@ window.onclick = (e) => {
|
||||
index = (index + 1) % numClicks;
|
||||
}
|
||||
|
||||
// TODO: switch to video-based texture
|
||||
// TODO: mipmap?
|
||||
const video = document.createElement("video");
|
||||
const canvas = document.createElement("canvas");
|
||||
const context = canvas.getContext("2d");
|
||||
let cameraAspectRatio = 1.0;
|
||||
|
||||
const getCameraFeed = async () => {
|
||||
try {
|
||||
const stream = await navigator.mediaDevices.getUserMedia({video: {
|
||||
width: { min: 800, ideal: 1280 },
|
||||
frameRate: { ideal: 60 }
|
||||
}, audio: false});
|
||||
const videoTrack = stream.getVideoTracks()[0];
|
||||
const {width, height} = videoTrack.getSettings();
|
||||
console.log(videoTrack.getSettings());
|
||||
|
||||
video.width = width;
|
||||
video.height = height;
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
cameraAspectRatio = width / height;
|
||||
|
||||
video.srcObject = stream;
|
||||
video.play();
|
||||
} catch (e) {}
|
||||
};
|
||||
|
||||
export default ({ regl, config }, inputs) => {
|
||||
|
||||
getCameraFeed();
|
||||
const cameraTex = regl.texture(canvas);
|
||||
|
||||
start = Date.now();
|
||||
|
||||
const output = makePassFBO(regl, config.useHalfFloat);
|
||||
const ripplesPassFrag = loadText("shaders/glsl/ripplesPass.frag.glsl");
|
||||
const render = regl({
|
||||
@@ -22,8 +56,10 @@ export default ({ regl, config }, inputs) => {
|
||||
time: regl.context("time"),
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
cameraTex,
|
||||
clicks: () => clicks,
|
||||
aspectRatio: () => aspectRatio
|
||||
aspectRatio: () => aspectRatio,
|
||||
cameraAspectRatio: () => cameraAspectRatio
|
||||
},
|
||||
framebuffer: output,
|
||||
});
|
||||
@@ -36,6 +72,10 @@ export default ({ regl, config }, inputs) => {
|
||||
output.resize(w, h);
|
||||
aspectRatio = w / h;
|
||||
},
|
||||
() => render({ frag: ripplesPassFrag.text() })
|
||||
() => {
|
||||
context.drawImage(video, 0, 0);
|
||||
cameraTex(canvas);
|
||||
render({ frag: ripplesPassFrag.text() });
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
@@ -1,25 +1,39 @@
|
||||
precision mediump float;
|
||||
varying vec2 vUV;
|
||||
uniform float aspectRatio;
|
||||
uniform float aspectRatio, cameraAspectRatio;
|
||||
uniform float time;
|
||||
uniform vec3 clicks[5];
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D cameraTex;
|
||||
|
||||
void main() {
|
||||
|
||||
float total = 0.0;
|
||||
float intensity = 0.0;
|
||||
for (int i = 0; i < 5; i++) {
|
||||
vec3 click = clicks[i];
|
||||
float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0));
|
||||
float elapsedTime = clamp(time - click.z, -100.0, 100.0);
|
||||
float t = distanceToClick - elapsedTime * 0.5;
|
||||
total += sin(t * 40.0) / t;
|
||||
intensity += sin(t * 40.0) / t;
|
||||
}
|
||||
total *= 0.2;
|
||||
intensity *= 0.2;
|
||||
|
||||
vec2 uv = vUV + total * 0.001;
|
||||
gl_FragColor = vec4(mix(vec3(0.0), vec3(0.3, 1.0, 0.2), texture2D(tex, uv).r + texture2D(bloomTex, uv).r * 0.5), 1.0);
|
||||
vec2 uv = vUV + intensity * 0.001;
|
||||
|
||||
float webcamAspectAdjust = cameraAspectRatio / aspectRatio;
|
||||
vec2 webcamTransform = vec2(1.0, webcamAspectAdjust);
|
||||
if (webcamAspectAdjust > 1.0) {
|
||||
webcamTransform = vec2(1.0 / webcamAspectAdjust, 1.0);
|
||||
}
|
||||
vec2 webcamUV = ((uv - 0.5) * webcamTransform) + 0.5;
|
||||
|
||||
vec3 webcam = texture2D(cameraTex, 1.0 - webcamUV).rgb;
|
||||
webcam *= mix(vec3(0.1, 0.3, 0.0), vec3(0.9, 1.0, 0.7), 1.0 - length(vUV - 0.5) * 1.5);
|
||||
|
||||
vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5);
|
||||
|
||||
gl_FragColor = vec4(code, 1.0);
|
||||
// gl_FragColor = vec4(uv, 0.5, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user