mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-15 21:09:29 -07:00
Whitespace fixes.
This commit is contained in:
30
js/utils.js
30
js/utils.js
@@ -115,23 +115,23 @@ const loadText = (url) => {
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const makeFullScreenQuad = (regl, uniforms = {}, context = {}) =>
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regl({
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vert: `
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precision mediump float;
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attribute vec2 aPosition;
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varying vec2 vUV;
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void main() {
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vUV = 0.5 * (aPosition + 1.0);
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gl_Position = vec4(aPosition, 0, 1);
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}
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`,
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precision mediump float;
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attribute vec2 aPosition;
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varying vec2 vUV;
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void main() {
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vUV = 0.5 * (aPosition + 1.0);
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gl_Position = vec4(aPosition, 0, 1);
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}
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`,
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frag: `
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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void main() {
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gl_FragColor = texture2D(tex, vUV);
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}
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`,
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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void main() {
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gl_FragColor = texture2D(tex, vUV);
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}
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`,
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attributes: {
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aPosition: [-4, -4, 4, -4, 0, 4],
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@@ -4,21 +4,21 @@ uniform sampler2D tex;
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uniform vec2 direction;
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varying vec2 vUV;
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void main() {
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vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
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gl_FragColor =
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texture2D(tex, vUV) * 0.442 +
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(
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texture2D(tex, vUV + direction / max(width, height) * size) +
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texture2D(tex, vUV - direction / max(width, height) * size)
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) * 0.279;
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// gl_FragColor =
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// texture2D(tex, vUV) * 0.38774 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
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// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
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// ) * 0.24477 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size) +
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// texture2D(tex, vUV - direction / max(width, height) * size)
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// ) * 0.06136;
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vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
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gl_FragColor =
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texture2D(tex, vUV) * 0.442 +
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(
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texture2D(tex, vUV + direction / max(width, height) * size) +
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texture2D(tex, vUV - direction / max(width, height) * size)
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) * 0.279;
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// gl_FragColor =
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// texture2D(tex, vUV) * 0.38774 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
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// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
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// ) * 0.24477 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size) +
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// texture2D(tex, vUV - direction / max(width, height) * size)
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// ) * 0.06136;
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}
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@@ -3,9 +3,9 @@ varying vec2 vUV;
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uniform sampler2D tex;
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uniform float highPassThreshold;
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void main() {
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vec3 lumaColor = texture2D(tex, vUV).rgb;
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if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0;
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if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0;
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if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0;
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gl_FragColor = vec4(lumaColor, 1.0);
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vec3 lumaColor = texture2D(tex, vUV).rgb;
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if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0;
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if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0;
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if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0;
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gl_FragColor = vec4(lumaColor, 1.0);
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}
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@@ -5,7 +5,7 @@ uniform sampler2D backgroundTex;
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varying vec2 vUV;
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void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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@@ -10,14 +10,14 @@ uniform vec3 backgroundColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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void main() {
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
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}
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@@ -19,70 +19,70 @@ varying vec3 vChannel;
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varying vec4 vGlyph;
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float median3(vec3 i) {
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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float getSymbolIndex(float glyphCycle) {
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
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return symbolY * glyphTextureColumns + symbolX;
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
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return symbolY * glyphTextureColumns + symbolX;
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}
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void main() {
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vec2 uv = vUV;
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vec2 uv = vUV;
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if (!volumetric) {
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if (isPolar) {
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// Curves the UV space to make letters appear to radiate from up above
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uv -= 0.5;
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uv *= 0.5;
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uv.y -= 0.5;
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float radius = length(uv);
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
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uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
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} else {
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// Applies the slant, scaling the UV space
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// to guarantee the viewport is still covered
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uv = vec2(
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(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
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(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
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) * slantScale + 0.5;
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}
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uv.y /= glyphHeightToWidth;
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}
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if (!volumetric) {
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if (isPolar) {
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// Curves the UV space to make letters appear to radiate from up above
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uv -= 0.5;
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uv *= 0.5;
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uv.y -= 0.5;
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float radius = length(uv);
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
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uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
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} else {
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// Applies the slant, scaling the UV space
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// to guarantee the viewport is still covered
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uv = vec2(
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(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
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(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
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) * slantScale + 0.5;
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}
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uv.y /= glyphHeightToWidth;
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}
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vec4 glyph = volumetric ? vGlyph : texture2D(lastState, uv);
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vec4 glyph = volumetric ? vGlyph : texture2D(lastState, uv);
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if (showComputationTexture) {
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gl_FragColor = glyph;
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return;
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}
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if (showComputationTexture) {
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gl_FragColor = glyph;
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return;
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}
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// Unpack the values from the font texture
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float brightness = glyph.r;
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float symbolIndex = getSymbolIndex(glyph.g);
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float quadDepth = glyph.b;
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float effect = glyph.a;
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// Unpack the values from the font texture
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float brightness = glyph.r;
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float symbolIndex = getSymbolIndex(glyph.g);
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float quadDepth = glyph.b;
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float effect = glyph.a;
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brightness = max(effect, brightness);
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if (volumetric) {
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brightness = min(1.0, brightness * quadDepth * 1.25);
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}
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brightness = max(effect, brightness);
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if (volumetric) {
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brightness = min(1.0, brightness * quadDepth * 1.25);
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}
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// resolve UV to MSDF texture coord
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vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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glyphUV -= 0.5;
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV += 0.5;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
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// resolve UV to MSDF texture coord
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vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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glyphUV -= 0.5;
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV += 0.5;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
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// MSDF
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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float sigDist = median3(dist) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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// MSDF
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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float sigDist = median3(dist) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
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}
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@@ -16,38 +16,38 @@ varying vec3 vChannel;
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varying vec4 vGlyph;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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void main() {
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vUV = (aPosition + aCorner) * quadSize;
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vGlyph = texture2D(lastState, aPosition * quadSize);
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vUV = (aPosition + aCorner) * quadSize;
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vGlyph = texture2D(lastState, aPosition * quadSize);
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float quadDepth = 0.0;
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if (volumetric && !showComputationTexture) {
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quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
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vGlyph.b = quadDepth;
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}
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vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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float quadDepth = 0.0;
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if (volumetric && !showComputationTexture) {
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quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
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vGlyph.b = quadDepth;
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}
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vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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if (volumetric) {
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if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
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pos.y = -pos.y;
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vChannel = vec3(0.0, 1.0, 0.0);
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}
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if (volumetric) {
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if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
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pos.y = -pos.y;
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vChannel = vec3(0.0, 1.0, 0.0);
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}
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pos.x /= glyphHeightToWidth;
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pos.x /= glyphHeightToWidth;
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pos = camera * transform * pos;
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} else {
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pos.xy *= screenSize;
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}
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pos = camera * transform * pos;
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} else {
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pos.xy *= screenSize;
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}
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gl_Position = pos;
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gl_Position = pos;
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}
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@@ -9,36 +9,36 @@ uniform vec3 backgroundColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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float rgbComponent(float p, float q, float t) {
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if (t < 0.0) t += 1.0;
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if (t > 1.0) t -= 1.0;
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if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
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if (t < 1.0 / 2.0) return q;
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if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
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return p;
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if (t < 0.0) t += 1.0;
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if (t > 1.0) t -= 1.0;
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if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
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if (t < 1.0 / 2.0) return q;
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if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
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return p;
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}
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vec3 hslToRgb(float h, float s, float l){
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float q = l < 0.5 ? l * (1. + s) : l + s - l * s;
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float p = 2.0 * l - q;
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return vec3(
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rgbComponent(p, q, h + 1.0 / 3.0),
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rgbComponent(p, q, h),
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rgbComponent(p, q, h - 1.0 / 3.0)
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);
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float q = l < 0.5 ? l * (1. + s) : l + s - l * s;
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float p = 2.0 * l - q;
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return vec3(
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rgbComponent(p, q, h + 1.0 / 3.0),
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rgbComponent(p, q, h),
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rgbComponent(p, q, h - 1.0 / 3.0)
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);
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}
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void main() {
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vec3 brightness = mix(texture2D( bloomTex, vUV ).rgb, texture2D( tex, vUV ).rgb, (0.7 - length(vUV - 0.5))) * 1.25 - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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vec3 brightness = mix(texture2D( bloomTex, vUV ).rgb, texture2D( tex, vUV ).rgb, (0.7 - length(vUV - 0.5))) * 1.25 - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
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vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
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vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
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gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
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float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
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vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
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vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
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gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
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}
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@@ -10,14 +10,14 @@ uniform vec3 backgroundColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
|
||||
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);
|
||||
vec3 color = texture2D(stripes, vUV).rgb;
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
precision highp float;
|
||||
|
||||
// This shader is the star of the show.
|
||||
// In normal operation, each pixel represents a glyph's:
|
||||
// R: brightness
|
||||
// G: progress through the glyph sequence
|
||||
// B: current glyph index
|
||||
// A: additional brightness, for effects
|
||||
// In normal operation, each pixel represents a glyph's:
|
||||
// R: brightness
|
||||
// G: progress through the glyph sequence
|
||||
// B: current glyph index
|
||||
// A: additional brightness, for effects
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define RADS_TO_HZ 0.15915494309
|
||||
@@ -28,151 +28,151 @@ uniform int rippleType;
|
||||
uniform float cursorEffectThreshold;
|
||||
|
||||
float max2(vec2 v) {
|
||||
return max(v.x, v.y);
|
||||
return max(v.x, v.y);
|
||||
}
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||||
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
|
||||
return fract(sin(sn) * c);
|
||||
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||||
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
vec2 rand2(vec2 p) {
|
||||
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
|
||||
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
|
||||
}
|
||||
|
||||
float getRainTime(float simTime, vec2 glyphPos) {
|
||||
float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
|
||||
float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
|
||||
// columnSpeedOffset = 0.0; // loop
|
||||
float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
|
||||
return (glyphPos.y * 0.01 + columnTime) / raindropLength;
|
||||
float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
|
||||
float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
|
||||
// columnSpeedOffset = 0.0; // loop
|
||||
float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
|
||||
return (glyphPos.y * 0.01 + columnTime) / raindropLength;
|
||||
}
|
||||
|
||||
float getRainBrightness(float rainTime) {
|
||||
float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
|
||||
// value = 1.0 - fract(rainTime); // loop
|
||||
return log(value * 1.25) * 3.0;
|
||||
float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
|
||||
// value = 1.0 - fract(rainTime); // loop
|
||||
return log(value * 1.25) * 3.0;
|
||||
}
|
||||
|
||||
float getGlyphCycleSpeed(float rainTime, float brightness) {
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 0 && brightness > 0.0) {
|
||||
glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
} else if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((rainTime + 0.7 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 1.1 * sin(RADS_TO_HZ * SQRT_5 * rainTime))) * 0.75;
|
||||
// glyphCycleSpeed = fract(rainTime) * 0.75; // loop
|
||||
}
|
||||
return glyphCycleSpeed;
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 0 && brightness > 0.0) {
|
||||
glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
} else if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((rainTime + 0.7 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 1.1 * sin(RADS_TO_HZ * SQRT_5 * rainTime))) * 0.75;
|
||||
// glyphCycleSpeed = fract(rainTime) * 0.75; // loop
|
||||
}
|
||||
return glyphCycleSpeed;
|
||||
}
|
||||
|
||||
float applySunShower(float rainBrightness, vec2 screenPos) {
|
||||
if (rainBrightness < -4.) {
|
||||
return rainBrightness;
|
||||
}
|
||||
float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
|
||||
return value;
|
||||
if (rainBrightness < -4.) {
|
||||
return rainBrightness;
|
||||
}
|
||||
float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
|
||||
return value;
|
||||
}
|
||||
|
||||
float applyThunder(float rainBrightness, float simTime, vec2 screenPos) {
|
||||
simTime *= 0.5;
|
||||
float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
|
||||
// thunder = 1.0 - fract(simTime + 0.3); // loop
|
||||
thunder = log(thunder * 1.5) * 4.0;
|
||||
thunder = clamp(thunder, 0., 1.);
|
||||
thunder = thunder * pow(screenPos.y, 2.) * 3.;
|
||||
return rainBrightness + thunder;
|
||||
simTime *= 0.5;
|
||||
float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
|
||||
// thunder = 1.0 - fract(simTime + 0.3); // loop
|
||||
thunder = log(thunder * 1.5) * 4.0;
|
||||
thunder = clamp(thunder, 0., 1.);
|
||||
thunder = thunder * pow(screenPos.y, 2.) * 3.;
|
||||
return rainBrightness + thunder;
|
||||
}
|
||||
|
||||
float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
|
||||
if (rippleType == -1) {
|
||||
return effect;
|
||||
}
|
||||
if (rippleType == -1) {
|
||||
return effect;
|
||||
}
|
||||
|
||||
float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
|
||||
// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
|
||||
float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
|
||||
// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
|
||||
|
||||
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
|
||||
// offset = vec2(0.); // loop
|
||||
vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
|
||||
float rippleDistance;
|
||||
if (rippleType == 0) {
|
||||
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
|
||||
} else if (rippleType == 1) {
|
||||
rippleDistance = length(ripplePos);
|
||||
}
|
||||
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
|
||||
// offset = vec2(0.); // loop
|
||||
vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
|
||||
float rippleDistance;
|
||||
if (rippleType == 0) {
|
||||
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
|
||||
} else if (rippleType == 1) {
|
||||
rippleDistance = length(ripplePos);
|
||||
}
|
||||
|
||||
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
|
||||
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
|
||||
|
||||
if (rippleValue > 0. && rippleValue < rippleThickness) {
|
||||
return effect + 0.75;
|
||||
} else {
|
||||
return effect;
|
||||
}
|
||||
if (rippleValue > 0. && rippleValue < rippleThickness) {
|
||||
return effect + 0.75;
|
||||
} else {
|
||||
return effect;
|
||||
}
|
||||
}
|
||||
|
||||
float applyCursorEffect(float effect, float brightness) {
|
||||
if (brightness >= cursorEffectThreshold) {
|
||||
effect = 1.0;
|
||||
}
|
||||
return effect;
|
||||
if (brightness >= cursorEffectThreshold) {
|
||||
effect = 1.0;
|
||||
}
|
||||
return effect;
|
||||
}
|
||||
|
||||
void main() {
|
||||
void main() {
|
||||
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
float simTime = time * animationSpeed;
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
float simTime = time * animationSpeed;
|
||||
|
||||
// Read the current values of the glyph
|
||||
vec4 data = texture2D( lastState, screenPos );
|
||||
bool isInitializing = length(data) == 0.;
|
||||
float oldRainBrightness = data.r;
|
||||
float oldGlyphCycle = data.g;
|
||||
if (isInitializing) {
|
||||
oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
|
||||
}
|
||||
// Read the current values of the glyph
|
||||
vec4 data = texture2D( lastState, screenPos );
|
||||
bool isInitializing = length(data) == 0.;
|
||||
float oldRainBrightness = data.r;
|
||||
float oldGlyphCycle = data.g;
|
||||
if (isInitializing) {
|
||||
oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
|
||||
}
|
||||
|
||||
if (oldRainBrightness <= 0.0) {
|
||||
// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
|
||||
}
|
||||
if (oldRainBrightness <= 0.0) {
|
||||
// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
|
||||
}
|
||||
|
||||
float rainTime = getRainTime(simTime, glyphPos);
|
||||
float rainBrightness = getRainBrightness(rainTime);
|
||||
float rainTime = getRainTime(simTime, glyphPos);
|
||||
float rainBrightness = getRainBrightness(rainTime);
|
||||
|
||||
if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
|
||||
if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
|
||||
if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
|
||||
if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
|
||||
|
||||
float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
|
||||
float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
|
||||
float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
|
||||
float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
|
||||
|
||||
float effect = 0.;
|
||||
effect = applyRippleEffect(effect, simTime, screenPos);
|
||||
effect = applyCursorEffect(effect, rainBrightness);
|
||||
float effect = 0.;
|
||||
effect = applyRippleEffect(effect, simTime, screenPos);
|
||||
effect = applyCursorEffect(effect, rainBrightness);
|
||||
|
||||
float glyphDepth = rand(vec2(glyphPos.x, 0.0));
|
||||
float glyphDepth = rand(vec2(glyphPos.x, 0.0));
|
||||
|
||||
if (rainBrightness > brightnessMinimum) {
|
||||
rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
|
||||
}
|
||||
if (rainBrightness > brightnessMinimum) {
|
||||
rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
|
||||
}
|
||||
|
||||
if (!isInitializing) {
|
||||
rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
|
||||
}
|
||||
if (!isInitializing) {
|
||||
rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
|
||||
}
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = vec4(
|
||||
rainBrightness,
|
||||
glyphCycle,
|
||||
min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
|
||||
1.0
|
||||
);
|
||||
} else {
|
||||
gl_FragColor = vec4(
|
||||
rainBrightness,
|
||||
glyphCycle,
|
||||
glyphDepth,
|
||||
effect
|
||||
);
|
||||
}
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = vec4(
|
||||
rainBrightness,
|
||||
glyphCycle,
|
||||
min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
|
||||
1.0
|
||||
);
|
||||
} else {
|
||||
gl_FragColor = vec4(
|
||||
rainBrightness,
|
||||
glyphCycle,
|
||||
glyphDepth,
|
||||
effect
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user