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https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
The glyph textures can now be rectangular, I think.
This commit is contained in:
10
js/config.js
10
js/config.js
@@ -3,29 +3,29 @@ const fonts = {
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// The script the Gnostic codices were written in
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// The script the Gnostic codices were written in
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glyphTexURL: "assets/coptic_msdf.png",
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glyphTexURL: "assets/coptic_msdf.png",
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glyphSequenceLength: 32,
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glyphSequenceLength: 32,
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glyphTextureColumns: 8,
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glyphTextureGridSize: [8, 8],
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},
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},
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gothic: {
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gothic: {
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// The script the Codex Argenteus was written in
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// The script the Codex Argenteus was written in
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glyphTexURL: "assets/gothic_msdf.png",
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glyphTexURL: "assets/gothic_msdf.png",
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glyphSequenceLength: 27,
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glyphSequenceLength: 27,
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glyphTextureColumns: 8,
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glyphTextureGridSize: [8, 8],
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},
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},
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matrixcode: {
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matrixcode: {
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// The glyphs seen in the film trilogy
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// The glyphs seen in the film trilogy
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glyphTexURL: "assets/matrixcode_msdf.png",
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glyphTexURL: "assets/matrixcode_msdf.png",
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glyphSequenceLength: 57,
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glyphSequenceLength: 57,
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glyphTextureColumns: 8,
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glyphTextureGridSize: [8, 8],
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},
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},
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huberfishA: {
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huberfishA: {
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glyphTexURL: "assets/huberfish_a_msdf.png",
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glyphTexURL: "assets/huberfish_a_msdf.png",
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glyphSequenceLength: 34,
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glyphSequenceLength: 34,
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glyphTextureColumns: 6,
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glyphTextureGridSize: [6, 6],
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},
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},
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huberfishD: {
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huberfishD: {
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glyphTexURL: "assets/huberfish_d_msdf.png",
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glyphTexURL: "assets/huberfish_d_msdf.png",
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glyphSequenceLength: 34,
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glyphSequenceLength: 34,
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glyphTextureColumns: 6,
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glyphTextureGridSize: [6, 6],
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},
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},
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};
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};
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@@ -40,7 +40,7 @@ export default ({ regl, config }) => {
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const showComputationTexture = config.effect === "none";
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const showComputationTexture = config.effect === "none";
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const commonUniforms = {
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const commonUniforms = {
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureColumns", "resurrectingCodeRatio"]),
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize", "resurrectingCodeRatio"]),
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numColumns,
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numColumns,
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numRows,
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numRows,
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showComputationTexture,
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showComputationTexture,
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@@ -7,7 +7,8 @@ precision lowp float;
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uniform sampler2D state;
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uniform sampler2D state;
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uniform float numColumns, numRows;
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uniform float numColumns, numRows;
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uniform sampler2D glyphTex;
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uniform sampler2D glyphTex;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns, glyphEdgeCrop;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform vec2 glyphTextureGridSize;
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uniform vec2 slantVec;
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uniform vec2 slantVec;
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uniform float slantScale;
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uniform float slantScale;
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uniform bool isPolar;
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uniform bool isPolar;
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@@ -24,8 +25,8 @@ float median3(vec3 i) {
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vec2 getSymbolUV(float glyphCycle) {
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vec2 getSymbolUV(float glyphCycle) {
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolX = mod(symbol, glyphTextureGridSize.x);
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float symbolY = glyphTextureColumns - floor(symbol / glyphTextureColumns);
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float symbolY = floor(symbol / glyphTextureGridSize.y);
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return vec2(symbolX, symbolY);
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return vec2(symbolX, symbolY);
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}
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}
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@@ -71,7 +72,7 @@ void main() {
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glyphUV -= 0.5;
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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 *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV += 0.5;
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glyphUV += 0.5;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureGridSize;
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// MSDF: calculate brightness of fragment based on distance to shape
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// MSDF: calculate brightness of fragment based on distance to shape
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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@@ -5,7 +5,7 @@
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// common properties used for compute and rendering
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// common properties used for compute and rendering
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animationSpeed : f32;
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animationSpeed : f32;
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glyphSequenceLength : i32;
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glyphSequenceLength : i32;
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glyphTextureColumns : i32;
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glyphTextureGridSize : vec2<i32>;
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glyphHeightToWidth : f32;
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glyphHeightToWidth : f32;
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resurrectingCodeRatio : f32;
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resurrectingCodeRatio : f32;
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gridSize : vec2<f32>;
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gridSize : vec2<f32>;
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@@ -361,8 +361,8 @@ fn median3(i : vec3<f32>) -> f32 {
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fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
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var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % config.glyphTextureColumns;
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var symbolX = symbol % config.glyphTextureGridSize.x;
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var symbolY = symbol / config.glyphTextureColumns;
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var symbolY = symbol / config.glyphTextureGridSize.y;
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return vec2<f32>(f32(symbolX), f32(symbolY));
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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}
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@@ -420,7 +420,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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glyphUV = glyphUV - 0.5;
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glyphUV = glyphUV - 0.5;
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glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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glyphUV = glyphUV + 0.5;
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glyphUV = glyphUV + 0.5;
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var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
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var msdfUV = (glyphUV + symbolUV) / vec2<f32>(config.glyphTextureGridSize);
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// MSDF : calculate brightness of fragment based on distance to shape
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// MSDF : calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
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var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
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