mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Removed sun shower. Thunder and ripples are now handled by a third compute shader.
This commit is contained in:
13
TODO.txt
13
TODO.txt
@@ -1,15 +1,20 @@
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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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Maybe glow can be an SDF-derived effect instead, look into it
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Migrate the rest of the project over
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Migrate WebGPU
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New config properties
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Find a way to support the old stuff?
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Migrate to WebGPU
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Audio system
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Toggle (or number representing frequency)
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@@ -75,7 +75,6 @@ const defaults = {
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glyphEdgeCrop: 0.0, // The border around a glyph in a font texture that should be cropped out
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glyphHeightToWidth: 1, // The aspect ratio of glyphs
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glyphVerticalSpacing: 1, // The ratio of the vertical distance between glyphs to their height
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hasSun: false, // Makes the glyphs more radiant. Admittedly not very technical.
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hasThunder: false, // An effect that adds dramatic lightning flashes
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isPolar: false, // Whether the glyphs arc across the screen or sit in a standard grid
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rippleTypeName: null, // The variety of the ripple effect
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@@ -154,10 +153,10 @@ const versions = {
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bloomStrength: 1,
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highPassThreshold: 0,
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cycleSpeed: 0.05,
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baseBrightness: -0.1,
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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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hasSun: true,
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isPolar: true,
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rippleTypeName: "circle",
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rippleSpeed: 0.1,
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@@ -211,7 +210,6 @@ const versions = {
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fallSpeed: 0.1,
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cycleStyleName: "cycleRandomly",
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highPassThreshold: 0.0,
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hasSun: true,
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paletteEntries: [
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{ hsl: [0.6, 1.0, 0.05], at: 0.0 },
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{ hsl: [0.6, 0.8, 0.1], at: 0.1 },
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@@ -34,7 +34,7 @@ const loadJS = (src) =>
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});
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export default async (canvas, config) => {
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await Promise.all([loadJS("lib/regl.min.js"), loadJS("lib/gl-matrix.js")]);
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await Promise.all([loadJS("lib/regl.js"), loadJS("lib/gl-matrix.js")]);
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const resize = () => {
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canvas.width = Math.ceil(canvas.clientWidth * config.resolution);
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@@ -12,6 +12,21 @@ const cycleStyles = {
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cycleRandomly: 1,
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};
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// These compute buffers are used to compute the properties of cells in the grid.
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// They take turns being the source and destination of a "compute" shader.
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// The half float data type is crucial! It lets us store almost any real number,
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// whereas the default type limits us to integers between 0 and 255.
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// These double buffers are smaller than the screen, because their pixels correspond
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// with cells in the grid, and the cells' glyphs are much larger than a pixel.
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const makeComputeDoubleBuffer = (regl, height, width) =>
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makeDoubleBuffer(regl, {
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width,
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height,
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wrapT: "clamp",
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type: "half float",
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});
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const numVerticesPerQuad = 2 * 3;
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const tlVert = [0, 0];
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const trVert = [0, 1];
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@@ -46,36 +61,11 @@ export default ({ regl, config, lkg }) => {
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showDebugView,
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};
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// These two framebuffers are used to compute the raining code.
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// they take turns being the source and destination of the "compute" shader.
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// The half float data type is crucial! It lets us store almost any real number,
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// whereas the default type limits us to integers between 0 and 255.
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// This double buffer is smaller than the screen, because its pixels correspond
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// with glyphs in the final image, and the glyphs are much larger than a pixel.
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const shineDoubleBuffer = makeDoubleBuffer(regl, {
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width: numColumns,
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height: numRows,
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wrapT: "clamp",
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type: "half float",
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});
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const shineDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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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, [
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"baseBrightness",
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"baseContrast",
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"brightnessDecay",
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"fallSpeed",
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"hasSun",
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"hasThunder",
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"raindropLength",
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"rippleScale",
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"rippleSpeed",
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"rippleThickness",
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"loops",
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]),
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rippleType,
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...extractEntries(config, ["baseBrightness", "baseContrast", "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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@@ -87,12 +77,7 @@ export default ({ regl, config, lkg }) => {
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framebuffer: shineDoubleBuffer.front,
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});
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const symbolDoubleBuffer = makeDoubleBuffer(regl, {
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width: numColumns,
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height: numRows,
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wrapT: "clamp",
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type: "half float",
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});
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const symbolDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassSymbol = loadText("shaders/glsl/rainPass.symbol.frag.glsl");
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const symbolUniforms = {
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...commonUniforms,
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@@ -110,6 +95,24 @@ export default ({ regl, config, lkg }) => {
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framebuffer: symbolDoubleBuffer.front,
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});
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const effectDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassEffect = loadText("shaders/glsl/rainPass.effect.frag.glsl");
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const effectUniforms = {
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...commonUniforms,
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...extractEntries(config, ["hasThunder", "rippleScale", "rippleSpeed", "rippleThickness", "loops"]),
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rippleType,
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};
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const effect = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...effectUniforms,
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shineState: shineDoubleBuffer.front,
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previousEffectState: effectDoubleBuffer.back,
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},
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framebuffer: effectDoubleBuffer.front,
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});
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const quadPositions = Array(numQuadRows)
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.fill()
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.map((_, y) =>
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@@ -160,6 +163,7 @@ export default ({ regl, config, lkg }) => {
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shineState: shineDoubleBuffer.front,
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symbolState: symbolDoubleBuffer.front,
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effectState: effectDoubleBuffer.front,
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glyphTex: msdf.texture,
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camera: regl.prop("camera"),
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@@ -254,6 +258,7 @@ export default ({ regl, config, lkg }) => {
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() => {
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shine({ frag: rainPassShine.text() });
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symbol({ frag: rainPassSymbol.text() });
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effect({ frag: rainPassEffect.text() });
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1],
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99
shaders/glsl/rainPass.effect.frag.glsl
Normal file
99
shaders/glsl/rainPass.effect.frag.glsl
Normal file
@@ -0,0 +1,99 @@
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precision highp float;
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// These effects are used to spice up the non-canon versions of the code rain.
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// The shader writes them to the channels of a data texture:
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// R: multiplied effects— magnify the cell's brightness
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// G: added effects— offset the cell's brightness
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// B: unused
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// A: unused
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousEffectState;
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uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed;
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uniform bool hasThunder, loops;
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uniform float glyphHeightToWidth;
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uniform int rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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// Helper functions for generating randomness, borrowed from elsewhere
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vec2 randomVec2( const in vec2 uv ) {
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return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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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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float getThunder(float simTime, vec2 screenPos) {
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if (!hasThunder) {
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return 0.;
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}
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simTime *= 0.5;
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float thunder = 1. - fract(wobble(simTime));
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if (loops) {
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thunder = 1. - fract(simTime + 0.3);
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}
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.) * 10. * pow(screenPos.y, 2.);
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return thunder;
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}
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float getRipple(float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return 0.;
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}
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float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
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if (loops) {
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rippleTime = (simTime * 0.5) * rippleSpeed + 1.;
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}
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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if (loops) {
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offset = vec2(0.);
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}
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vec2 ripplePos = screenPos * 2. - 1. + offset;
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float rippleDistance;
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if (rippleType == 0) {
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vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
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rippleDistance = max(boxDistance.x, boxDistance.y);
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return 0.75;
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}
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return 0.;
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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 multipliedEffects = 1.0 + getThunder(simTime, screenPos);
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float addedEffects = getRipple(simTime, screenPos); // Round or square ripples across the grid
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vec4 result = vec4(multipliedEffects, addedEffects, 0., 0.);
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return result;
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}
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void main() {
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float simTime = time * animationSpeed;
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bool isFirstFrame = tick <= 1.;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec4 previous = texture2D( previousEffectState, screenPos );
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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@@ -4,7 +4,7 @@
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#endif
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precision lowp float;
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uniform sampler2D shineState, symbolState;
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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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@@ -17,7 +17,7 @@ uniform bool showDebugView;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec4 vShine, vSymbol;
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varying vec4 vShine, vSymbol, vEffect;
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varying float vDepth;
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float median3(vec3 i) {
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@@ -63,6 +63,7 @@ void main() {
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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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float brightness = shine.r;
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@@ -72,8 +73,10 @@ void main() {
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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 = max(shine.a, 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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@@ -1,11 +1,11 @@
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precision highp float;
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// This shader is the star of the show.
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// It writes falling rain to four channels of a data texture:
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// It writes falling rain to the channels of a data texture:
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// R: brightness
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// G: unused
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// B: whether the cell is a "cursor"
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// A: some other effect, such as a ripple
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// A: unused
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// Listen.
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// I understand if this shader looks confusing. Please don't be discouraged!
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@@ -21,12 +21,10 @@ uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed, fallSpeed;
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uniform bool hasSun, hasThunder, loops;
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uniform bool loops;
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uniform float brightnessDecay;
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uniform float baseContrast, baseBrightness;
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uniform float raindropLength, glyphHeightToWidth;
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uniform int rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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// Helper functions for generating randomness, borrowed from elsewhere
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@@ -66,88 +64,21 @@ float getBrightness(float rainTime) {
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return (1. - fract(rainTime)) * baseContrast + baseBrightness;
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}
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// Additional effects
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float applySunShowerBrightness(float brightness, vec2 screenPos) {
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if (brightness >= -4.) {
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brightness = pow(fract(brightness * 0.5), 3.) * screenPos.y * 1.5;
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}
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return brightness;
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}
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float applyThunderBrightness(float brightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1. - fract(wobble(simTime));
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if (loops) {
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thunder = 1. - fract(simTime + 0.3);
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}
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return brightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return effect;
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}
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float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
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if (loops) {
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rippleTime = (simTime * 0.5) * rippleSpeed + 1.;
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}
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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if (loops) {
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offset = vec2(0.);
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}
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vec2 ripplePos = screenPos * 2. - 1. + offset;
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float rippleDistance;
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if (rippleType == 0) {
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vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
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rippleDistance = max(boxDistance.x, boxDistance.y);
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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effect += 0.75;
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}
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||||
return effect;
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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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// Determine the glyph's local time.
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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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// Rain time is the backbone of this effect.
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// Determine the glyph's brightness.
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float brightness = getBrightness(rainTime);
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if (hasSun) brightness = applySunShowerBrightness(brightness, screenPos);
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if (hasThunder) brightness = applyThunderBrightness(brightness, simTime, screenPos);
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// Determine the glyph's effect— the amount the glyph lights up for other reasons
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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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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float previousBrightness = previous.r;
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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vec4 result = vec4(brightness, fract(rainTime), cursor, effect);
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vec4 result = vec4(brightness, fract(rainTime), cursor, 0.0);
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return result;
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}
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@@ -1,7 +1,7 @@
|
||||
precision highp float;
|
||||
|
||||
// This shader governs the glyphs appearing in the rain.
|
||||
// It writes each glyph's state to four channels of a data texture:
|
||||
// It writes each glyph's state to the channels of a data texture:
|
||||
// R: symbol
|
||||
// G: age
|
||||
// B: unused
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#define PI 3.14159265359
|
||||
precision lowp float;
|
||||
attribute vec2 aPosition, aCorner;
|
||||
uniform sampler2D shineState, symbolState;
|
||||
uniform sampler2D shineState, symbolState, effectState;
|
||||
uniform float density;
|
||||
uniform vec2 quadSize;
|
||||
uniform float glyphHeightToWidth, glyphVerticalSpacing;
|
||||
@@ -10,7 +10,7 @@ uniform vec2 screenSize;
|
||||
uniform float time, animationSpeed, forwardSpeed;
|
||||
uniform bool volumetric;
|
||||
varying vec2 vUV;
|
||||
varying vec4 vShine, vSymbol;
|
||||
varying vec4 vShine, vSymbol, vEffect;
|
||||
varying float vDepth;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
@@ -24,6 +24,7 @@ void main() {
|
||||
vUV = (aPosition + aCorner) * quadSize;
|
||||
vShine = texture2D(shineState, aPosition * quadSize);
|
||||
vSymbol = texture2D(symbolState, aPosition * quadSize);
|
||||
vEffect = texture2D(effectState, aPosition * quadSize);
|
||||
|
||||
// Calculate the world space position
|
||||
float quadDepth = 0.0;
|
||||
|
||||
Reference in New Issue
Block a user