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https://github.com/Rezmason/matrix.git
synced 2026-04-18 06:09:30 -07:00
Whitespace fixes.
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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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// In normal operation, each pixel represents a glyph's:
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// R: brightness
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// G: progress through the glyph sequence
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// B: current glyph index
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// A: additional brightness, for effects
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// In normal operation, each pixel represents a glyph's:
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// R: brightness
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// G: progress through the glyph sequence
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// B: current glyph index
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// A: additional brightness, for effects
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#define PI 3.14159265359
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#define RADS_TO_HZ 0.15915494309
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@@ -28,151 +28,151 @@ uniform int rippleType;
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uniform float cursorEffectThreshold;
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float max2(vec2 v) {
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return max(v.x, v.y);
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return max(v.x, v.y);
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}
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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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vec2 rand2(vec2 p) {
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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}
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float getRainTime(float simTime, vec2 glyphPos) {
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float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
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float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
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// columnSpeedOffset = 0.0; // loop
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float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
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float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
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// columnSpeedOffset = 0.0; // loop
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float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float getRainBrightness(float rainTime) {
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float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
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// value = 1.0 - fract(rainTime); // loop
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return log(value * 1.25) * 3.0;
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float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
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// value = 1.0 - fract(rainTime); // loop
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return log(value * 1.25) * 3.0;
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}
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float getGlyphCycleSpeed(float rainTime, float brightness) {
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float glyphCycleSpeed = 0.0;
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if (cycleStyle == 0 && brightness > 0.0) {
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glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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} else if (cycleStyle == 1) {
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glyphCycleSpeed = fract((rainTime + 0.7 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 1.1 * sin(RADS_TO_HZ * SQRT_5 * rainTime))) * 0.75;
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// glyphCycleSpeed = fract(rainTime) * 0.75; // loop
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}
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return glyphCycleSpeed;
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float glyphCycleSpeed = 0.0;
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if (cycleStyle == 0 && brightness > 0.0) {
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glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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} else if (cycleStyle == 1) {
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glyphCycleSpeed = fract((rainTime + 0.7 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 1.1 * sin(RADS_TO_HZ * SQRT_5 * rainTime))) * 0.75;
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// glyphCycleSpeed = fract(rainTime) * 0.75; // loop
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}
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return glyphCycleSpeed;
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}
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float applySunShower(float rainBrightness, vec2 screenPos) {
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if (rainBrightness < -4.) {
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return rainBrightness;
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}
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float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
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return value;
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if (rainBrightness < -4.) {
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return rainBrightness;
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}
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float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
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return value;
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}
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float applyThunder(float rainBrightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
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// thunder = 1.0 - fract(simTime + 0.3); // loop
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thunder = log(thunder * 1.5) * 4.0;
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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 rainBrightness + thunder;
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simTime *= 0.5;
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float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
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// thunder = 1.0 - fract(simTime + 0.3); // loop
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thunder = log(thunder * 1.5) * 4.0;
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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 rainBrightness + 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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if (rippleType == -1) {
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return effect;
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}
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float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
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float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
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vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
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// offset = vec2(0.); // loop
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vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
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float rippleDistance;
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if (rippleType == 0) {
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rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
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// offset = vec2(0.); // loop
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vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
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float rippleDistance;
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if (rippleType == 0) {
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rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
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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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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return effect + 0.75;
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} else {
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return effect;
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}
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return effect + 0.75;
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} else {
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return effect;
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}
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}
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float applyCursorEffect(float effect, float brightness) {
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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}
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return effect;
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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}
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return effect;
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}
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void main() {
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void main() {
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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float simTime = time * animationSpeed;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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float simTime = time * animationSpeed;
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// Read the current values of the glyph
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vec4 data = texture2D( lastState, screenPos );
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bool isInitializing = length(data) == 0.;
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float oldRainBrightness = data.r;
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float oldGlyphCycle = data.g;
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if (isInitializing) {
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oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
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}
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// Read the current values of the glyph
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vec4 data = texture2D( lastState, screenPos );
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bool isInitializing = length(data) == 0.;
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float oldRainBrightness = data.r;
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float oldGlyphCycle = data.g;
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if (isInitializing) {
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oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
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}
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if (oldRainBrightness <= 0.0) {
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// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
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}
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if (oldRainBrightness <= 0.0) {
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// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
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}
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float rainTime = getRainTime(simTime, glyphPos);
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float rainBrightness = getRainBrightness(rainTime);
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float rainTime = getRainTime(simTime, glyphPos);
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float rainBrightness = getRainBrightness(rainTime);
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if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
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if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
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if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
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if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
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float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
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float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
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float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
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float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos);
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effect = applyCursorEffect(effect, rainBrightness);
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos);
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effect = applyCursorEffect(effect, rainBrightness);
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float glyphDepth = rand(vec2(glyphPos.x, 0.0));
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float glyphDepth = rand(vec2(glyphPos.x, 0.0));
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if (rainBrightness > brightnessMinimum) {
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rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
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}
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if (rainBrightness > brightnessMinimum) {
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rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
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}
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if (!isInitializing) {
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rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
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}
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if (!isInitializing) {
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rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
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}
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if (showComputationTexture) {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
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1.0
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);
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} else {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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glyphDepth,
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effect
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);
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}
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if (showComputationTexture) {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
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1.0
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);
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} else {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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glyphDepth,
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effect
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);
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}
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}
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