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https://github.com/Rezmason/matrix.git
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Renaming shine to raindrop, which makes more sense
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@@ -56,7 +56,7 @@ struct Scene {
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};
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struct Cell {
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shine : vec4<f32>,
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raindrop : vec4<f32>,
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symbol : vec4<f32>,
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};
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@@ -246,9 +246,9 @@ fn computeShine (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scree
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return result;
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}
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fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, shine : vec4<f32>) -> vec4<f32> {
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fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, raindrop : vec4<f32>) -> vec4<f32> {
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var brightness = shine.r;
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var brightness = raindrop.r;
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var previousSymbol = previous.r;
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var previousAge = previous.g;
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@@ -298,8 +298,8 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
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var screenPos = glyphPos / config.gridSize;
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var cell = cells_RW.cells[i];
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cell.shine = computeShine(simTime, isFirstFrame, glyphPos, screenPos, cell.shine);
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cell.symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, cell.symbol, cell.shine);
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cell.raindrop = computeShine(simTime, isFirstFrame, glyphPos, screenPos, cell.raindrop);
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cell.symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, cell.symbol, cell.raindrop);
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cells_RW.cells[i] = cell;
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}
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@@ -407,15 +407,15 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
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var cell = cells_RO.cells[gridIndex];
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var symbolUV = getSymbolUV(i32(cell.symbol.r));
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var brightness = cell.shine.r;
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var brightness = cell.raindrop.r;
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// Modes that don't fade glyphs set their actual brightness here
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if (config.brightnessOverride > 0.0 && brightness > config.brightnessThreshold) {
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brightness = config.brightnessOverride;
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}
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brightness = max(cell.shine.b * config.cursorBrightness, brightness);
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brightness = max(cell.shine.a, brightness);
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brightness = max(cell.raindrop.b * config.cursorBrightness, brightness);
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brightness = max(cell.raindrop.a, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric) {
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@@ -440,11 +440,11 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
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if (bool(config.showDebugView)) {
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output.color = vec4<f32>(
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vec3<f32>(
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cell.shine.b,
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cell.raindrop.b,
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vec2<f32>(
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1.0 - (cell.shine.g * 3.0),
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1.0 - (cell.shine.g * 10.0)
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) * (1.0 - cell.shine.b)
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1.0 - (cell.raindrop.g * 3.0),
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1.0 - (cell.raindrop.g * 10.0)
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) * (1.0 - cell.raindrop.b)
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) * alpha,
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1.
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);
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