Added some documentation, cleaned up some code, fleshed out the remaining work to make the project a little easier for newcomers to approach

This commit is contained in:
Rezmason
2021-10-20 21:01:32 -07:00
parent b4bece1264
commit 4c6ff879fd
12 changed files with 156 additions and 100 deletions

View File

@@ -6,6 +6,9 @@ varying vec2 vUV;
void main() {
vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
// Combine the texture and bloom, then blow it out to reveal more of the image
float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
gl_FragColor = vec4(bgColor * brightness, 1.0);
}

View File

@@ -17,7 +17,13 @@ highp float rand( const in vec2 uv, const in float t ) {
void main() {
vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
// Combine the texture and bloom
float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
// Dither: subtract a random value from the brightness
brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
// Map the brightness to a position in the palette texture
gl_FragColor = texture2D( palette, vec2(brightness, 0.0)) + vec4(backgroundColor, 0.0);
}

View File

@@ -33,9 +33,10 @@ void main() {
vec2 uv = vUV;
// In normal mode, derives the current glyph and UV from vUV
if (!volumetric) {
if (isPolar) {
// Curves the UV space to make letters appear to radiate from up above
// Curved space that makes letters appear to radiate from up above
uv -= 0.5;
uv *= 0.5;
uv.y -= 0.5;
@@ -43,35 +44,29 @@ void main() {
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
} else {
// Applies the slant, scaling the UV space
// to guarantee the viewport is still covered
// Applies the slant and scales space so the viewport is fully covered
uv = vec2(
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
) * slantScale + 0.5;
}
uv.y /= glyphHeightToWidth;
}
// Unpack the values from the data texture
vec4 glyph = volumetric ? vGlyph : texture2D(lastState, uv);
if (showComputationTexture) {
gl_FragColor = glyph;
return;
}
// Unpack the values from the font texture
float brightness = glyph.r;
float symbolIndex = getSymbolIndex(glyph.g);
float quadDepth = glyph.b;
float effect = glyph.a;
brightness = max(effect, brightness);
// In volumetric mode, distant glyphs are dimmer
if (volumetric) {
brightness = min(1.0, brightness * quadDepth * 1.25);
brightness = brightness * min(1.0, quadDepth);
}
// resolve UV to MSDF texture coord
// resolve UV to position of glyph in MSDF texture
vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
glyphUV -= 0.5;
@@ -79,10 +74,15 @@ void main() {
glyphUV += 0.5;
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
// MSDF
// MSDF: calculate brightness of fragment based on distance to shape
vec3 dist = texture2D(glyphTex, msdfUV).rgb;
float sigDist = median3(dist) - 0.5;
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
if (showComputationTexture) {
gl_FragColor = vec4(glyph.rgb * alpha, 1.0);
} else {
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
}
}

View File

@@ -26,6 +26,7 @@ void main() {
vUV = (aPosition + aCorner) * quadSize;
vGlyph = texture2D(lastState, aPosition * quadSize);
// Calculate the world space position
float quadDepth = 0.0;
if (volumetric && !showComputationTexture) {
quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
@@ -34,16 +35,17 @@ void main() {
vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
// "Resurrected" columns are in the green channel,
// and are vertically flipped (along with their glyphs)
vChannel = vec3(1.0, 0.0, 0.0);
if (volumetric && rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
pos.y = -pos.y;
vChannel = vec3(0.0, 1.0, 0.0);
}
// Convert the world space position to screen space
if (volumetric) {
if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
pos.y = -pos.y;
vChannel = vec3(0.0, 1.0, 0.0);
}
pos.x /= glyphHeightToWidth;
pos = camera * transform * pos;
} else {
pos.xy *= screenSize;

View File

@@ -17,7 +17,11 @@ highp float rand( const in vec2 uv, const in float t ) {
void main() {
vec3 color = texture2D(stripes, vUV).rgb;
// Combine the texture and bloom
float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = vec4(color * at + backgroundColor, 1.0);
// Dither: subtract a random value from the brightness
brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = vec4(color * brightness + backgroundColor, 1.0);
}