Merging JS together

This commit is contained in:
Rezmason
2023-08-25 12:11:10 -07:00
parent 88a6a59296
commit 5c249f7b31
2 changed files with 596 additions and 607 deletions

619
main.js
View File

@@ -1,7 +1,600 @@
import { init, load, resize, draw } from "./unraveled.js";
const extendedContext = {};
const programs = {};
const textures = {};
const dynamicSizes = { fullscreen: { scale: 1 } };
const framebuffers = {};
const geometry = {};
const attributes = {};
const uniforms = {};
const extensionNames = [
"oes_texture_half_float",
"oes_texture_half_float_linear",
"ext_color_buffer_half_float",
"webgl_color_buffer_float",
"oes_standard_derivatives",
];
const palette = [
[0, 0, 0, 255],
[7, 33, 0, 255],
[15, 63, 2, 255],
[22, 96, 5, 255],
[38, 117, 17, 255],
[53, 137, 33, 255],
[71, 160, 48, 255],
[86, 181, 63, 255],
[104, 204, 79, 255],
[119, 224, 94, 255],
[135, 247, 109, 255],
[155, 247, 132, 255],
[175, 249, 158, 255],
[175, 249, 158, 255],
[175, 249, 158, 255],
[175, 249, 158, 255],
];
const fullscreen_frag_shader_source = `
precision mediump float;
varying vec2 vUV;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, vUV);
}
`;
const fullscreen_vert_shader_source = `
precision mediump float;
attribute vec2 aPosition;
varying vec2 vUV;
void main() {
vUV = 0.5 * (aPosition + 1.0);
gl_Position = vec4(aPosition, 0, 1);
}
`;
const rain_compute_shader_source = `
precision highp float;
#define PI 3.14159265359
#define SQRT_2 1.4142135623730951
#define SQRT_5 2.23606797749979
uniform sampler2D previousComputeState;
uniform float numColumns, numRows;
uniform float time, tick;
uniform float fallSpeed, cycleSpeed;
uniform float glyphSequenceLength;
uniform float raindropLength;
highp float randomFloat( 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);
}
float wobble(float x) {
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
}
float getRainBrightness(float simTime, vec2 glyphPos) {
float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
rainTime = wobble(rainTime);
return 1.0 - fract(rainTime);
}
vec2 computeRaindrop(float simTime, vec2 glyphPos) {
float brightness = getRainBrightness(simTime, glyphPos);
float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
bool cursor = brightness > brightnessBelow;
return vec2(brightness, cursor);
}
vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
float previousSymbol = previous.r;
float previousAge = previous.g;
bool resetGlyph = isFirstFrame;
if (resetGlyph) {
previousAge = randomFloat(screenPos + 0.5);
previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
}
float age = previousAge;
float symbol = previousSymbol;
if (mod(tick, 1.0) == 0.) {
age += cycleSpeed;
if (age >= 1.) {
symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
age = fract(age);
}
}
return vec2(symbol, age);
}
void main() {
vec2 glyphPos = gl_FragCoord.xy;
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
vec2 raindrop = computeRaindrop(time, glyphPos);
bool isFirstFrame = tick <= 1.;
vec4 previous = texture2D( previousComputeState, screenPos );
vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
vec2 symbol = computeSymbol(time, isFirstFrame, glyphPos, screenPos, previousSymbol);
gl_FragColor = vec4(raindrop, symbol);
}
`;
const rain_vert_shader_source = `
precision lowp float;
attribute vec2 aPosition;
uniform vec2 size;
varying vec2 vUV;
void main() {
vUV = aPosition;
vec2 proportion = (size.y > size.x ? vec2(size.y / size.x, 1.) : vec2(1., size.x / size.y));
gl_Position = vec4((aPosition - 0.5) * 2.0 * proportion, 0.0, 1.0);
}
`;
const rain_frag_shader_source = `
#define PI 3.14159265359
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives: enable
#endif
precision lowp float;
uniform sampler2D computeState;
uniform float numColumns, numRows;
uniform sampler2D glyphMSDF;
uniform float msdfPxRange;
uniform vec2 glyphMSDFSize;
uniform float glyphSequenceLength;
uniform vec2 glyphTextureGridSize;
varying vec2 vUV;
float median3(vec3 i) {
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
}
float modI(float a, float b) {
float m = a - floor((a + 0.5) / b) * b;
return floor(m + 0.5);
}
vec3 getBrightness(vec2 raindrop, vec2 uv) {
float base = raindrop.r;
bool isCursor = bool(raindrop.g);
float glint = base;
base = base * 1.1 - 0.5;
glint = glint * 2.5 - 1.5;
return vec3(
(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
glint
);
}
vec2 getSymbolUV(float index) {
float symbolX = modI(index, glyphTextureGridSize.x);
float symbolY = (index - symbolX) / glyphTextureGridSize.x;
symbolY = glyphTextureGridSize.y - symbolY - 1.;
return vec2(symbolX, symbolY);
}
vec2 getSymbol(vec2 uv, float index) {
uv = fract(uv * vec2(numColumns, numRows));
uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
vec2 symbol;
{
vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float signedDistance = median3(texture2D(glyphMSDF, uv).rgb);
float screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
return symbol;
}
void main() {
vec4 data = texture2D(computeState, vUV);
vec3 brightness = getBrightness(data.rg, vUV);
vec2 symbol = getSymbol(vUV, data.b);
gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
}
`;
const bloom_high_pass_shader_source = `
precision mediump float;
uniform sampler2D tex;
uniform float highPassThreshold;
varying vec2 vUV;
void main() {
vec4 color = texture2D(tex, vUV);
if (color.r < highPassThreshold) color.r = 0.0;
if (color.g < highPassThreshold) color.g = 0.0;
if (color.b < highPassThreshold) color.b = 0.0;
gl_FragColor = color;
}
`;
const bloom_blur_shader_source = `
precision mediump float;
uniform vec2 size;
uniform sampler2D tex;
uniform vec2 direction;
varying vec2 vUV;
void main() {
vec2 proportion = (size.y > size.x ? vec2(size.y / size.x, 1.) : vec2(1., size.x / size.y));
gl_FragColor =
texture2D(tex, vUV) * 0.442 +
(
texture2D(tex, vUV + direction / max(size.y, size.x) * proportion) +
texture2D(tex, vUV - direction / max(size.y, size.x) * proportion)
) * 0.279;
}
`;
const bloom_combine_shader_source = `
precision mediump float;
uniform sampler2D pyr_0, pyr_1, pyr_2, pyr_3, pyr_4;
uniform float bloomStrength;
varying vec2 vUV;
void main() {
vec4 total = vec4(0.);
total += texture2D(pyr_0, vUV) * 0.96549;
total += texture2D(pyr_1, vUV) * 0.92832;
total += texture2D(pyr_2, vUV) * 0.88790;
total += texture2D(pyr_3, vUV) * 0.84343;
total += texture2D(pyr_4, vUV) * 0.79370;
gl_FragColor = total * bloomStrength;
}
`;
const palette_shader_source = `
precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex, bloomTex, paletteTex;
uniform float time;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
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 + t);
}
void main() {
vec4 primary = texture2D(tex, vUV);
vec4 bloom = texture2D(bloomTex, vUV);
vec4 brightness = primary + bloom - rand( gl_FragCoord.xy, time ) * 0.0167;
gl_FragColor = vec4(
texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
+ min(vec3(0.756, 1.0, 0.46) * brightness.g * 2.0, vec3(1.0)),
1.0
);
}
`;
const init = (gl) => Object.assign(extendedContext, ...extensionNames.map((name) => Object.getPrototypeOf(gl.getExtension(name))));
const load = (gl, msdfImage, palette) => {
const buildShader = (source, isFragment) => {
const shader = gl.createShader(isFragment ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};
const buildProgram = (vertexShader, fragmentShader) => {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
return program;
};
const fullscreen_frag_shader = buildShader(fullscreen_frag_shader_source, true);
const fullscreen_vert_shader = buildShader(fullscreen_vert_shader_source, false);
const rain_compute_shader = buildShader(rain_compute_shader_source, true);
const rain_frag_shader = buildShader(rain_frag_shader_source, true);
const rain_vert_shader = buildShader(rain_vert_shader_source, false);
const bloom_high_pass_shader = buildShader(bloom_high_pass_shader_source, true);
const bloom_blur_shader = buildShader(bloom_blur_shader_source, true);
const bloom_combine_shader = buildShader(bloom_combine_shader_source, true);
const palette_shader = buildShader(palette_shader_source, true);
programs.fullscreen = buildProgram(fullscreen_vert_shader, fullscreen_frag_shader);
uniforms.rain_program_tex = gl.getUniformLocation(programs.fullscreen, "tex");
attributes.fullscreen_program_aPosition = gl.getAttribLocation(programs.fullscreen, "aPosition");
programs.rain_compute = buildProgram(fullscreen_vert_shader, rain_compute_shader);
attributes.rain_compute_program_aPosition = gl.getAttribLocation(programs.rain_compute, "aPosition");
uniforms.rain_compute_program_time = gl.getUniformLocation(programs.rain_compute, "time");
uniforms.rain_compute_program_previousComputeState = gl.getUniformLocation(programs.rain_compute, "previousComputeState");
uniforms.rain_compute_program_tick = gl.getUniformLocation(programs.rain_compute, "tick");
gl.useProgram(programs.rain_compute);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "numColumns"), 80);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "glyphSequenceLength"), 57);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "numRows"), 80);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "fallSpeed"), 0.3);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "raindropLength"), 0.75);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "cycleSpeed"), 0.03);
programs.rain = buildProgram(rain_vert_shader, rain_frag_shader);
attributes.rain_program_aPosition = gl.getAttribLocation(programs.rain, "aPosition");
uniforms.rain_program_size = gl.getUniformLocation(programs.rain, "size");
uniforms.rain_program_computeState = gl.getUniformLocation(programs.rain, "computeState");
uniforms.rain_program_glyphMSDF = gl.getUniformLocation(programs.rain, "glyphMSDF");
gl.useProgram(programs.rain);
gl.uniform2f(gl.getUniformLocation(programs.rain, "glyphTextureGridSize"), 8, 8);
gl.uniform1f(gl.getUniformLocation(programs.rain, "numColumns"), 80);
gl.uniform2f(gl.getUniformLocation(programs.rain, "glyphMSDFSize"), 512, 512);
gl.uniform1f(gl.getUniformLocation(programs.rain, "numRows"), 80);
gl.uniform1f(gl.getUniformLocation(programs.rain, "msdfPxRange"), 4);
programs.bloom_high_pass = buildProgram(fullscreen_vert_shader, bloom_high_pass_shader);
attributes.bloom_high_pass_program_aPosition = gl.getAttribLocation(programs.bloom_high_pass, "aPosition");
uniforms.bloom_high_pass_program_tex = gl.getUniformLocation(programs.bloom_high_pass, "tex");
gl.useProgram(programs.bloom_high_pass);
gl.uniform1f(gl.getUniformLocation(programs.bloom_high_pass, "highPassThreshold"), 0.1);
programs.bloom_blur = buildProgram(fullscreen_vert_shader, bloom_blur_shader);
attributes.bloom_blur_program_aPosition = gl.getAttribLocation(programs.bloom_blur, "aPosition");
uniforms.bloom_blur_program_tex = gl.getUniformLocation(programs.bloom_blur, "tex");
uniforms.bloom_blur_program_size = gl.getUniformLocation(programs.bloom_blur, "size");
uniforms.bloom_blur_program_direction = gl.getUniformLocation(programs.bloom_blur, "direction");
programs.bloom_combine = buildProgram(fullscreen_vert_shader, bloom_combine_shader);
attributes.bloom_combine_program_aPosition = gl.getAttribLocation(programs.bloom_combine, "aPosition");
uniforms.bloom_combine_program_pyr_0 = gl.getUniformLocation(programs.bloom_combine, "pyr_0");
uniforms.bloom_combine_program_pyr_1 = gl.getUniformLocation(programs.bloom_combine, "pyr_1");
uniforms.bloom_combine_program_pyr_2 = gl.getUniformLocation(programs.bloom_combine, "pyr_2");
uniforms.bloom_combine_program_pyr_3 = gl.getUniformLocation(programs.bloom_combine, "pyr_3");
uniforms.bloom_combine_program_pyr_4 = gl.getUniformLocation(programs.bloom_combine, "pyr_4");
gl.useProgram(programs.bloom_combine);
gl.uniform1f(gl.getUniformLocation(programs.bloom_combine, "bloomStrength"), 0.7);
programs.palette = buildProgram(fullscreen_vert_shader, palette_shader);
attributes.palette_program_aPosition = gl.getAttribLocation(programs.palette, "aPosition");
uniforms.palette_program_tex = gl.getUniformLocation(programs.palette, "tex");
uniforms.palette_program_bloomTex = gl.getUniformLocation(programs.palette, "bloomTex");
uniforms.palette_program_time = gl.getUniformLocation(programs.palette, "time");
uniforms.palette_program_paletteTex = gl.getUniformLocation(programs.palette, "paletteTex");
geometry.rain = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.rain);
gl.bufferData(gl.ARRAY_BUFFER, Float32Array.from([0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0]), gl.STATIC_DRAW);
geometry.fullscreen = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.fullscreen);
gl.bufferData(gl.ARRAY_BUFFER, Float32Array.from([-4, -4, 4, -4, 0, 4]), gl.STATIC_DRAW);
const setTexParams = (texture, isLinear, data) => {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
const filter = isLinear ? gl.LINEAR : gl.NEAREST;
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (data != null) {
if (data instanceof HTMLImageElement) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, data.length, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, Uint8ClampedArray.from(data.flat()));
}
}
};
for (let i = 0; i < 2; i++) {
const name = "rain_compute_doublebuffer_" + i;
const texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 80, 80, 0, gl.RGBA, extendedContext.HALF_FLOAT_OES, null);
setTexParams(texture, false);
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
textures[name] = texture;
framebuffers[name] = framebuffer;
}
const buildAndAddRTT = (name, scale) => {
const texture = gl.createTexture();
dynamicSizes[name] = { scale };
setTexParams(texture, true);
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
textures[name] = texture;
framebuffers[name] = framebuffer;
};
buildAndAddRTT("rain_output", 1);
for (let i = 0; i < 5; i++) {
const scale = 0.4 / 2 ** i;
buildAndAddRTT("bloom_high_pass_pyr_" + i, scale);
buildAndAddRTT("bloom_h_blur_pyr_" + i, scale);
buildAndAddRTT("bloom_v_blur_pyr_" + i, scale);
}
buildAndAddRTT("bloom_output", 1);
buildAndAddRTT("palette_output", 1);
textures.palette = gl.createTexture();
setTexParams(textures.palette, true, palette);
textures.msdf = gl.createTexture();
setTexParams(textures.msdf, true, msdfImage);
gl.enableVertexAttribArray(0);
gl.disable(gl.DEPTH_TEST);
gl.blendFuncSeparate(1, 1, 1, 1);
gl.clearColor(0, 0, 0, 1);
};
const resize = (gl, width, height) => {
dynamicSizes.fullscreen.width = width;
dynamicSizes.fullscreen.height = height;
for (var name in textures) {
const size = dynamicSizes[name];
if (size == null) {
continue;
}
size.width = Math.floor(width * size.scale);
size.height = Math.floor(height * size.scale);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[name]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size.width, size.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
gl.useProgram(programs.rain);
gl.uniform2f(uniforms.rain_program_size, width, height);
};
const setViewportSizeTo = (gl, name) => {
const size = dynamicSizes[name];
gl.viewport(0, 0, size.width, size.height);
};
const bindTextureTo = (gl, texName, uniformName, index) => {
gl.activeTexture(gl.TEXTURE0 + index);
gl.bindTexture(gl.TEXTURE_2D, textures[texName]);
gl.uniform1i(uniforms[uniformName], index);
};
const bindGeometryTo = (gl, geometryName, attributeName) => {
gl.bindBuffer(gl.ARRAY_BUFFER, geometry[geometryName]);
gl.vertexAttribPointer(attributes[attributeName], 2, gl.FLOAT, false, 0, 0);
};
const draw = (gl, tick, time) => {
const doubleBufferFrontName = "rain_compute_doublebuffer_" + (tick % 2);
const doubleBufferBackName = "rain_compute_doublebuffer_" + ((tick + 1) % 2);
// rain compute
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers[doubleBufferFrontName]);
gl.viewport(0, 0, 80, 80);
gl.useProgram(programs.rain_compute);
bindGeometryTo(gl, "fullscreen", "rain_compute_program_aPosition");
bindTextureTo(gl, doubleBufferBackName, "rain_compute_program_previousComputeState", 0);
gl.uniform1f(uniforms.rain_compute_program_time, time);
gl.uniform1f(uniforms.rain_compute_program_tick, tick);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// rain
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers.rain_output);
setViewportSizeTo(gl, "rain_output");
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.useProgram(programs.rain);
bindGeometryTo(gl, "rain", "rain_program_aPosition");
bindTextureTo(gl, doubleBufferFrontName, "rain_program_computeState", 0);
bindTextureTo(gl, "msdf", "rain_program_glyphMSDF", 1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.disable(gl.BLEND);
// high pass pyramid
gl.useProgram(programs.bloom_high_pass);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.fullscreen);
gl.vertexAttribPointer(attributes.bloom_high_pass_program_aPosition, 2, gl.FLOAT, false, 0, 0);
for (let i = 0; i < 5; i++) {
const name = "bloom_high_pass_pyr_" + i;
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers[name]);
const size = dynamicSizes[name];
gl.viewport(0, 0, size.width, size.height);
const src = i === 0 ? textures.rain_output : textures["bloom_high_pass_pyr_" + (i - 1)];
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, src);
gl.uniform1i(uniforms.bloom_high_pass_program_tex, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
// blur pyramids
gl.useProgram(programs.bloom_blur);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.fullscreen);
gl.vertexAttribPointer(attributes.bloom_blur_program_aPosition, 2, gl.FLOAT, false, 0, 0);
for (let i = 0; i < 5; i++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers["bloom_h_blur_pyr_" + i]);
const hSize = dynamicSizes["bloom_h_blur_pyr_" + i];
gl.viewport(0, 0, hSize.width, hSize.height);
gl.uniform2f(uniforms.bloom_blur_program_size, hSize.width, hSize.height);
bindTextureTo(gl, "bloom_high_pass_pyr_" + i, "bloom_blur_program_tex", 0);
gl.uniform2f(uniforms.bloom_blur_program_direction, 1, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers["bloom_v_blur_pyr_" + i]);
const vSize = dynamicSizes["bloom_v_blur_pyr_" + i];
gl.viewport(0, 0, vSize.width, vSize.height);
bindTextureTo(gl, "bloom_h_blur_pyr_" + i, "bloom_blur_program_tex", 0);
gl.uniform2f(uniforms.bloom_blur_program_direction, 0, 1);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
// bloom combine
gl.useProgram(programs.bloom_combine);
bindGeometryTo(gl, "fullscreen", "bloom_combine_program_aPosition");
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers.bloom_output);
setViewportSizeTo(gl, "bloom_output");
for (let i = 0; i < 5; i++) {
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, textures["bloom_v_blur_pyr_" + i]);
gl.uniform1i(uniforms["bloom_combine_program_pyr_" + i], i);
}
gl.drawArrays(gl.TRIANGLES, 0, 3);
// palette
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers.palette_output);
setViewportSizeTo(gl, "palette_output");
gl.useProgram(programs.palette);
bindGeometryTo(gl, "fullscreen", "palette_program_aPosition");
bindTextureTo(gl, "rain_output", "palette_program_tex", 0);
bindTextureTo(gl, "bloom_output", "palette_program_bloomTex", 1);
gl.uniform1f(uniforms.palette_program_time, time);
bindTextureTo(gl, "palette", "palette_program_paletteTex", 2);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// upscale
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
setViewportSizeTo(gl, "fullscreen");
gl.useProgram(programs.fullscreen);
bindGeometryTo(gl, "fullscreen", "fullscreen_program_aPosition");
bindTextureTo(gl, "palette_output", "fullscreen_program_tex", 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
document.body.onload = async () => {
document.addEventListener("touchmove", (e) => e.preventDefault(), { passive: false });
const canvas = document.querySelector("canvas");
const dimensions = { width: 1, height: 1 };
@@ -21,25 +614,6 @@ document.body.onload = async () => {
image.src = "msdf.png";
await image.decode();
const palette = [
[ 0, 0, 0, 255, ],
[ 7, 33, 0, 255, ],
[ 15, 63, 2, 255, ],
[ 22, 96, 5, 255, ],
[ 38, 117, 17, 255, ],
[ 53, 137, 33, 255, ],
[ 71, 160, 48, 255, ],
[ 86, 181, 63, 255, ],
[ 104, 204, 79, 255, ],
[ 119, 224, 94, 255, ],
[ 135, 247, 109, 255, ],
[ 155, 247, 132, 255, ],
[ 175, 249, 158, 255, ],
[ 175, 249, 158, 255, ],
[ 175, 249, 158, 255, ],
[ 175, 249, 158, 255, ],
];
init(gl);
load(gl, image, palette);
@@ -57,7 +631,6 @@ document.body.onload = async () => {
draw(gl, tick, (Date.now() - start) / 1000);
requestAnimationFrame(update);
}
};
update();
};

View File

@@ -1,584 +0,0 @@
const extendedContext = {};
const programs = {};
const textures = {};
const dynamicSizes = { fullscreen: {scale: 1}};
const framebuffers = {};
const geometry = {};
const attributes = {};
const uniforms = {};
const extensionNames = [
"oes_texture_half_float",
"oes_texture_half_float_linear",
"ext_color_buffer_half_float",
"webgl_color_buffer_float",
"oes_standard_derivatives",
];
const fullscreen_frag_shader_source = `
precision mediump float;
varying vec2 vUV;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, vUV);
}
`;
const fullscreen_vert_shader_source = `
precision mediump float;
attribute vec2 aPosition;
varying vec2 vUV;
void main() {
vUV = 0.5 * (aPosition + 1.0);
gl_Position = vec4(aPosition, 0, 1);
}
`;
const rain_compute_shader_source = `
precision highp float;
#define PI 3.14159265359
#define SQRT_2 1.4142135623730951
#define SQRT_5 2.23606797749979
uniform sampler2D previousComputeState;
uniform float numColumns, numRows;
uniform float time, tick;
uniform float fallSpeed, cycleSpeed;
uniform float glyphSequenceLength;
uniform float raindropLength;
highp float randomFloat( 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);
}
float wobble(float x) {
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
}
float getRainBrightness(float simTime, vec2 glyphPos) {
float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
rainTime = wobble(rainTime);
return 1.0 - fract(rainTime);
}
vec2 computeRaindrop(float simTime, vec2 glyphPos) {
float brightness = getRainBrightness(simTime, glyphPos);
float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
bool cursor = brightness > brightnessBelow;
return vec2(brightness, cursor);
}
vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
float previousSymbol = previous.r;
float previousAge = previous.g;
bool resetGlyph = isFirstFrame;
if (resetGlyph) {
previousAge = randomFloat(screenPos + 0.5);
previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
}
float age = previousAge;
float symbol = previousSymbol;
if (mod(tick, 1.0) == 0.) {
age += cycleSpeed;
if (age >= 1.) {
symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
age = fract(age);
}
}
return vec2(symbol, age);
}
void main() {
vec2 glyphPos = gl_FragCoord.xy;
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
vec2 raindrop = computeRaindrop(time, glyphPos);
bool isFirstFrame = tick <= 1.;
vec4 previous = texture2D( previousComputeState, screenPos );
vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
vec2 symbol = computeSymbol(time, isFirstFrame, glyphPos, screenPos, previousSymbol);
gl_FragColor = vec4(raindrop, symbol);
}
`;
const rain_vert_shader_source = `
precision lowp float;
attribute vec2 aPosition;
uniform vec2 size;
varying vec2 vUV;
void main() {
vUV = aPosition;
vec2 proportion = (size.y > size.x ? vec2(size.y / size.x, 1.) : vec2(1., size.x / size.y));
gl_Position = vec4((aPosition - 0.5) * 2.0 * proportion, 0.0, 1.0);
}
`;
const rain_frag_shader_source = `
#define PI 3.14159265359
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives: enable
#endif
precision lowp float;
uniform sampler2D computeState;
uniform float numColumns, numRows;
uniform sampler2D glyphMSDF;
uniform float msdfPxRange;
uniform vec2 glyphMSDFSize;
uniform float glyphSequenceLength;
uniform vec2 glyphTextureGridSize;
varying vec2 vUV;
float median3(vec3 i) {
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
}
float modI(float a, float b) {
float m = a - floor((a + 0.5) / b) * b;
return floor(m + 0.5);
}
vec3 getBrightness(vec2 raindrop, vec2 uv) {
float base = raindrop.r;
bool isCursor = bool(raindrop.g);
float glint = base;
base = base * 1.1 - 0.5;
glint = glint * 2.5 - 1.5;
return vec3(
(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
glint
);
}
vec2 getSymbolUV(float index) {
float symbolX = modI(index, glyphTextureGridSize.x);
float symbolY = (index - symbolX) / glyphTextureGridSize.x;
symbolY = glyphTextureGridSize.y - symbolY - 1.;
return vec2(symbolX, symbolY);
}
vec2 getSymbol(vec2 uv, float index) {
uv = fract(uv * vec2(numColumns, numRows));
uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
vec2 symbol;
{
vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float signedDistance = median3(texture2D(glyphMSDF, uv).rgb);
float screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
return symbol;
}
void main() {
vec4 data = texture2D(computeState, vUV);
vec3 brightness = getBrightness(data.rg, vUV);
vec2 symbol = getSymbol(vUV, data.b);
gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
}
`;
const bloom_high_pass_shader_source = `
precision mediump float;
uniform sampler2D tex;
uniform float highPassThreshold;
varying vec2 vUV;
void main() {
vec4 color = texture2D(tex, vUV);
if (color.r < highPassThreshold) color.r = 0.0;
if (color.g < highPassThreshold) color.g = 0.0;
if (color.b < highPassThreshold) color.b = 0.0;
gl_FragColor = color;
}
`;
const bloom_blur_shader_source = `
precision mediump float;
uniform vec2 size;
uniform sampler2D tex;
uniform vec2 direction;
varying vec2 vUV;
void main() {
vec2 proportion = (size.y > size.x ? vec2(size.y / size.x, 1.) : vec2(1., size.x / size.y));
gl_FragColor =
texture2D(tex, vUV) * 0.442 +
(
texture2D(tex, vUV + direction / max(size.y, size.x) * proportion) +
texture2D(tex, vUV - direction / max(size.y, size.x) * proportion)
) * 0.279;
}
`;
const bloom_combine_shader_source = `
precision mediump float;
uniform sampler2D pyr_0, pyr_1, pyr_2, pyr_3, pyr_4;
uniform float bloomStrength;
varying vec2 vUV;
void main() {
vec4 total = vec4(0.);
total += texture2D(pyr_0, vUV) * 0.96549;
total += texture2D(pyr_1, vUV) * 0.92832;
total += texture2D(pyr_2, vUV) * 0.88790;
total += texture2D(pyr_3, vUV) * 0.84343;
total += texture2D(pyr_4, vUV) * 0.79370;
gl_FragColor = total * bloomStrength;
}
`;
const palette_shader_source = `
precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex, bloomTex, paletteTex;
uniform float time;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
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 + t);
}
void main() {
vec4 primary = texture2D(tex, vUV);
vec4 bloom = texture2D(bloomTex, vUV);
vec4 brightness = primary + bloom - rand( gl_FragCoord.xy, time ) * 0.0167;
gl_FragColor = vec4(
texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
+ min(vec3(0.756, 1.0, 0.46) * brightness.g * 2.0, vec3(1.0)),
1.0
);
}
`;
const init = (gl) => Object.assign(extendedContext, ...extensionNames.map(name => Object.getPrototypeOf(gl.getExtension(name))));
const load = (gl, msdfImage, palette) => {
const buildShader = (source, isFragment) => {
const shader = gl.createShader(isFragment ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};
const buildProgram = (vertexShader, fragmentShader) => {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
return program;
};
const fullscreen_frag_shader = buildShader(fullscreen_frag_shader_source, true);
const fullscreen_vert_shader = buildShader(fullscreen_vert_shader_source, false);
const rain_compute_shader = buildShader(rain_compute_shader_source, true);
const rain_frag_shader = buildShader(rain_frag_shader_source, true);
const rain_vert_shader = buildShader(rain_vert_shader_source, false);
const bloom_high_pass_shader = buildShader(bloom_high_pass_shader_source, true);
const bloom_blur_shader = buildShader(bloom_blur_shader_source, true);
const bloom_combine_shader = buildShader(bloom_combine_shader_source, true);
const palette_shader = buildShader(palette_shader_source, true);
programs.fullscreen = buildProgram(fullscreen_vert_shader, fullscreen_frag_shader);
uniforms.rain_program_tex = gl.getUniformLocation(programs.fullscreen, "tex");
attributes.fullscreen_program_aPosition = gl.getAttribLocation(programs.fullscreen, "aPosition");
programs.rain_compute = buildProgram(fullscreen_vert_shader, rain_compute_shader);
attributes.rain_compute_program_aPosition = gl.getAttribLocation(programs.rain_compute, "aPosition");
uniforms.rain_compute_program_time = gl.getUniformLocation(programs.rain_compute, "time");
uniforms.rain_compute_program_previousComputeState = gl.getUniformLocation(programs.rain_compute, "previousComputeState");
uniforms.rain_compute_program_tick = gl.getUniformLocation(programs.rain_compute, "tick");
gl.useProgram(programs.rain_compute);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "numColumns"), 80);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "glyphSequenceLength"), 57);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "numRows"), 80);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "fallSpeed"), 0.3);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "raindropLength"), 0.75);
gl.uniform1f(gl.getUniformLocation(programs.rain_compute, "cycleSpeed"), 0.03);
programs.rain = buildProgram(rain_vert_shader, rain_frag_shader);
attributes.rain_program_aPosition = gl.getAttribLocation(programs.rain, "aPosition");
uniforms.rain_program_size = gl.getUniformLocation(programs.rain, "size");
uniforms.rain_program_computeState = gl.getUniformLocation(programs.rain, "computeState");
uniforms.rain_program_glyphMSDF = gl.getUniformLocation(programs.rain, "glyphMSDF");
gl.useProgram(programs.rain);
gl.uniform2f(gl.getUniformLocation(programs.rain, "glyphTextureGridSize"), 8, 8);
gl.uniform1f(gl.getUniformLocation(programs.rain, "numColumns"), 80);
gl.uniform2f(gl.getUniformLocation(programs.rain, "glyphMSDFSize"), 512, 512);
gl.uniform1f(gl.getUniformLocation(programs.rain, "numRows"), 80);
gl.uniform1f(gl.getUniformLocation(programs.rain, "msdfPxRange"), 4);
programs.bloom_high_pass = buildProgram(fullscreen_vert_shader, bloom_high_pass_shader);
attributes.bloom_high_pass_program_aPosition = gl.getAttribLocation(programs.bloom_high_pass, "aPosition");
uniforms.bloom_high_pass_program_tex = gl.getUniformLocation(programs.bloom_high_pass, "tex");
gl.useProgram(programs.bloom_high_pass);
gl.uniform1f(gl.getUniformLocation(programs.bloom_high_pass, "highPassThreshold"), 0.1);
programs.bloom_blur = buildProgram(fullscreen_vert_shader, bloom_blur_shader);
attributes.bloom_blur_program_aPosition = gl.getAttribLocation(programs.bloom_blur, "aPosition");
uniforms.bloom_blur_program_tex = gl.getUniformLocation(programs.bloom_blur, "tex");
uniforms.bloom_blur_program_size = gl.getUniformLocation(programs.bloom_blur, "size");
uniforms.bloom_blur_program_direction = gl.getUniformLocation(programs.bloom_blur, "direction");
programs.bloom_combine = buildProgram(fullscreen_vert_shader, bloom_combine_shader);
attributes.bloom_combine_program_aPosition = gl.getAttribLocation(programs.bloom_combine, "aPosition");
uniforms.bloom_combine_program_pyr_0 = gl.getUniformLocation(programs.bloom_combine, "pyr_0");
uniforms.bloom_combine_program_pyr_1 = gl.getUniformLocation(programs.bloom_combine, "pyr_1");
uniforms.bloom_combine_program_pyr_2 = gl.getUniformLocation(programs.bloom_combine, "pyr_2");
uniforms.bloom_combine_program_pyr_3 = gl.getUniformLocation(programs.bloom_combine, "pyr_3");
uniforms.bloom_combine_program_pyr_4 = gl.getUniformLocation(programs.bloom_combine, "pyr_4");
gl.useProgram(programs.bloom_combine);
gl.uniform1f(gl.getUniformLocation(programs.bloom_combine, "bloomStrength"), 0.7);
programs.palette = buildProgram(fullscreen_vert_shader, palette_shader);
attributes.palette_program_aPosition = gl.getAttribLocation(programs.palette, "aPosition");
uniforms.palette_program_tex = gl.getUniformLocation(programs.palette, "tex");
uniforms.palette_program_bloomTex = gl.getUniformLocation(programs.palette, "bloomTex");
uniforms.palette_program_time = gl.getUniformLocation(programs.palette, "time");
uniforms.palette_program_paletteTex = gl.getUniformLocation(programs.palette, "paletteTex");
geometry.rain = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.rain);
gl.bufferData(gl.ARRAY_BUFFER, Float32Array.from([0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0]), gl.STATIC_DRAW);
geometry.fullscreen = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.fullscreen);
gl.bufferData(gl.ARRAY_BUFFER, Float32Array.from([-4, -4, 4, -4, 0, 4]), gl.STATIC_DRAW);
const setTexParams = (texture, isLinear, data) => {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
const filter = isLinear ? gl.LINEAR : gl.NEAREST;
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (data != null) {
if (data instanceof HTMLImageElement) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, data.length, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, Uint8ClampedArray.from(data.flat()));
}
}
}
for (let i = 0; i < 2; i++) {
const name = "rain_compute_doublebuffer_" + i;
const texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 80, 80, 0, gl.RGBA, extendedContext.HALF_FLOAT_OES, null);
setTexParams(texture, false);
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
textures[name] = texture;
framebuffers[name] = framebuffer;
}
const buildAndAddRTT = (name, scale) => {
const texture = gl.createTexture();
dynamicSizes[name] = {scale};
setTexParams(texture, true);
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
textures[name] = texture;
framebuffers[name] = framebuffer;
};
buildAndAddRTT("rain_output", 1);
for (let i = 0; i < 5; i++) {
const scale = 0.4 / (2 ** i);
buildAndAddRTT("bloom_high_pass_pyr_" + i, scale);
buildAndAddRTT("bloom_h_blur_pyr_" + i, scale);
buildAndAddRTT("bloom_v_blur_pyr_" + i, scale);
}
buildAndAddRTT("bloom_output", 1);
buildAndAddRTT("palette_output", 1);
textures.palette = gl.createTexture();
setTexParams(textures.palette, true, palette);
textures.msdf = gl.createTexture();
setTexParams(textures.msdf, true, msdfImage);
gl.enableVertexAttribArray(0);
gl.disable(gl.DEPTH_TEST);
gl.blendFuncSeparate(1, 1, 1, 1);
gl.clearColor(0, 0, 0, 1);
};
const resize = (gl, width, height) => {
dynamicSizes.fullscreen.width = width;
dynamicSizes.fullscreen.height = height;
for (var name in textures) {
const size = dynamicSizes[name];
if (size == null) {
continue;
}
size.width = Math.floor(width * size.scale);
size.height = Math.floor(height * size.scale);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[name]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size.width, size.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
gl.useProgram(programs.rain);
gl.uniform2f(uniforms.rain_program_size, width, height);
};
const setViewportSizeTo = (gl, name) => {
const size = dynamicSizes[name];
gl.viewport(0, 0, size.width, size.height);
}
const bindTextureTo = (gl, texName, uniformName, index) => {
gl.activeTexture(gl.TEXTURE0 + index);
gl.bindTexture(gl.TEXTURE_2D, textures[texName]);
gl.uniform1i(uniforms[uniformName], index);
};
const bindGeometryTo = (gl, geometryName, attributeName) => {
gl.bindBuffer(gl.ARRAY_BUFFER, geometry[geometryName]);
gl.vertexAttribPointer(attributes[attributeName], 2, gl.FLOAT, false, 0, 0);
};
const draw = (gl, tick, time) => {
const doubleBufferFrontName = "rain_compute_doublebuffer_" + (tick % 2);
const doubleBufferBackName = "rain_compute_doublebuffer_" + ((tick + 1) % 2);
// rain compute
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers[doubleBufferFrontName]);
gl.viewport(0, 0, 80, 80);
gl.useProgram(programs.rain_compute);
bindGeometryTo(gl, "fullscreen", "rain_compute_program_aPosition");
bindTextureTo(gl, doubleBufferBackName, "rain_compute_program_previousComputeState", 0);
gl.uniform1f(uniforms.rain_compute_program_time, time);
gl.uniform1f(uniforms.rain_compute_program_tick, tick);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// rain
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers.rain_output);
setViewportSizeTo(gl, "rain_output");
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.useProgram(programs.rain);
bindGeometryTo(gl, "rain", "rain_program_aPosition");
bindTextureTo(gl, doubleBufferFrontName, "rain_program_computeState", 0);
bindTextureTo(gl, "msdf", "rain_program_glyphMSDF", 1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.disable(gl.BLEND);
// high pass pyramid
gl.useProgram(programs.bloom_high_pass);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.fullscreen);
gl.vertexAttribPointer(attributes.bloom_high_pass_program_aPosition, 2, gl.FLOAT, false, 0, 0);
for (let i = 0; i < 5; i++) {
const name = "bloom_high_pass_pyr_" + i;
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers[name]);
const size = dynamicSizes[name];
gl.viewport(0, 0, size.width, size.height);
const src = (i === 0 ? textures.rain_output : textures["bloom_high_pass_pyr_" + (i - 1)]);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, src);
gl.uniform1i(uniforms.bloom_high_pass_program_tex, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
// blur pyramids
gl.useProgram(programs.bloom_blur);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.fullscreen);
gl.vertexAttribPointer(attributes.bloom_blur_program_aPosition, 2, gl.FLOAT, false, 0, 0);
for (let i = 0; i < 5; i++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers["bloom_h_blur_pyr_" + i]);
const hSize = dynamicSizes["bloom_h_blur_pyr_" + i];
gl.viewport(0, 0, hSize.width, hSize.height);
gl.uniform2f(uniforms.bloom_blur_program_size, hSize.width, hSize.height);
bindTextureTo(gl, "bloom_high_pass_pyr_" + i, "bloom_blur_program_tex", 0);
gl.uniform2f(uniforms.bloom_blur_program_direction, 1, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers["bloom_v_blur_pyr_" + i]);
const vSize = dynamicSizes["bloom_v_blur_pyr_" + i];
gl.viewport(0, 0, vSize.width, vSize.height);
bindTextureTo(gl, "bloom_h_blur_pyr_" + i, "bloom_blur_program_tex", 0);
gl.uniform2f(uniforms.bloom_blur_program_direction, 0, 1);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
// bloom combine
gl.useProgram(programs.bloom_combine);
bindGeometryTo(gl, "fullscreen", "bloom_combine_program_aPosition");
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers.bloom_output);
setViewportSizeTo(gl, "bloom_output");
for (let i = 0; i < 5; i++) {
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, textures["bloom_v_blur_pyr_" + i]);
gl.uniform1i(uniforms["bloom_combine_program_pyr_" + i], i);
}
gl.drawArrays(gl.TRIANGLES, 0, 3);
// palette
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffers.palette_output);
setViewportSizeTo(gl, "palette_output");
gl.useProgram(programs.palette);
bindGeometryTo(gl, "fullscreen", "palette_program_aPosition");
bindTextureTo(gl, "rain_output", "palette_program_tex", 0);
bindTextureTo(gl, "bloom_output", "palette_program_bloomTex", 1);
gl.uniform1f(uniforms.palette_program_time, time);
bindTextureTo(gl, "palette", "palette_program_paletteTex", 2);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// upscale
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
setViewportSizeTo(gl, "fullscreen");
gl.useProgram(programs.fullscreen);
bindGeometryTo(gl, "fullscreen", "fullscreen_program_aPosition");
bindTextureTo(gl, "palette_output", "fullscreen_program_tex", 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
export {
init, load, resize, draw
};