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https://github.com/Rezmason/matrix.git
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@@ -58,6 +58,15 @@ export default async (canvas, config) => {
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// }
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// }
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resize();
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resize();
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window.ripples = [0,0,0]
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window.onclick = (e) => { // ripple init
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console.log(e)
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window.ripples = [Date.now(), e.clientX, e.clientY]
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console.log(ripples)
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}
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const regl = createREGL({
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const regl = createREGL({
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canvas,
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canvas,
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extensions: ["OES_texture_half_float", "OES_texture_half_float_linear"],
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extensions: ["OES_texture_half_float", "OES_texture_half_float_linear"],
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@@ -1,8 +1,6 @@
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import { loadImage, loadText, makePassFBO, makePass } from "./utils.js";
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import { loadImage, loadText, makePassFBO, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a loaded in image
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// const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
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export default ({ regl, config }, inputs) => {
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export default ({ regl, config }, inputs) => {
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console.log('ripples');
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console.log('ripples');
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@@ -19,8 +17,17 @@ export default ({ regl, config }, inputs) => {
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time: regl.context("time"),
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time: regl.context("time"),
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tex: inputs.primary,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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bloomTex: inputs.bloom,
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intensity: ()=>{
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let inten = 8 - (Date.now() - window.ripples[0])/500
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if (inten < 0) inten = 0
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return inten / 50
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},
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height: regl.context("viewportWidth"),
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height: regl.context("viewportWidth"),
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width: regl.context("viewportHeight"),
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width: regl.context("viewportHeight"),
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centerW: ()=> {
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return window.ripples[1]
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},
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centerH: ()=> window.ripples[2]
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},
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},
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framebuffer: output,
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framebuffer: output,
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});
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});
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@@ -2,6 +2,9 @@ precision mediump float;
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varying vec2 vUV;
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varying vec2 vUV;
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uniform float width, height;
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uniform float width, height;
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uniform float time;
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uniform float time;
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uniform float intensity;
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uniform float centerW;
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uniform float centerH;
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D bloomTex;
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@@ -10,10 +13,22 @@ void main() {
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// gl_FragColor = texture2D(tex, vUV);
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// gl_FragColor = texture2D(tex, vUV);
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// vec4 color = texture2D(bloomTex, vUV) + texture2D(tex, vUV);
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// vec4 color = texture2D(bloomTex, vUV) + texture2D(tex, vUV);
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vec2 iResolution = vec2(width,height);
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// float intensity = 0.1;
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vec2 cp = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
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vec2 iResolution = vec2(height,width);
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//vec2 cp = -1. + 2. * gl_FragCoord.xy / iResolution.xy;
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//cp = -1. + 2. * vec2(centerW, centerH) / iResolution.xy;
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vec2 cp = vec2(
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-1. + 2.* gl_FragCoord.x /iResolution.x + -1.+ 2.*(iResolution.x-centerW)/iResolution.x,
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-1. + 2.* gl_FragCoord.y /iResolution.y//gl_FragCoord.y //-1. + 2.*(gl_FragCoord.y)/iResolution.y + -1.+ 2.*(iResolution.y-centerH)/iResolution.y
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);
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// cp.y = 1. - cp.y - 2. * centerH/iResolution.y;
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float cl = length(cp);
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float cl = length(cp);
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vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl/3.) * sin(cl * 1.0 - time * 4.) * 0.3;
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vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl / 4. ) * sin(cl*10. - time * 12.) * intensity*.5;
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// vec4 col=smoothstep(0.1,.91,texture2D(color).xyz);
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// vec4 col=smoothstep(0.1,.91,texture2D(color).xyz);
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vec3 col = texture2D(tex, uv).xyz + texture2D(bloomTex, uv).xyz;;
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vec3 col = texture2D(tex, uv).xyz + texture2D(bloomTex, uv).xyz;;
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