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