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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:
99
shaders/glsl/rainPass.effect.frag.glsl
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99
shaders/glsl/rainPass.effect.frag.glsl
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@@ -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 @@
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precision highp float;
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// This shader governs the glyphs appearing in the rain.
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// It writes each glyph's state to four channels of a data texture:
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// It writes each glyph's state to the channels of a data texture:
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// R: symbol
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// G: age
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// B: unused
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@@ -1,7 +1,7 @@
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#define PI 3.14159265359
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precision lowp float;
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attribute vec2 aPosition, aCorner;
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uniform sampler2D shineState, symbolState;
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uniform sampler2D shineState, symbolState, effectState;
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uniform float density;
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uniform vec2 quadSize;
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uniform float glyphHeightToWidth, glyphVerticalSpacing;
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@@ -10,7 +10,7 @@ uniform vec2 screenSize;
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uniform float time, animationSpeed, forwardSpeed;
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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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highp float rand( const in vec2 uv ) {
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@@ -24,6 +24,7 @@ void main() {
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vUV = (aPosition + aCorner) * quadSize;
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vShine = texture2D(shineState, aPosition * quadSize);
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vSymbol = texture2D(symbolState, aPosition * quadSize);
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vEffect = texture2D(effectState, aPosition * quadSize);
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// Calculate the world space position
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float quadDepth = 0.0;
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