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Theatrics— first column is in the middle, next one's over to the side, then they all join in
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@@ -41,8 +41,16 @@ vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenP
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return vec4(1., 0., 0., 0.);
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}
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float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -10.;
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columnTimeOffset += sin(glyphPos.x / numColumns * PI) - 1.;
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float columnTimeOffset;
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int column = int(glyphPos.x);
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if (column == int(numColumns / 2.)) {
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columnTimeOffset = -1.;
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} else if (column == int(numColumns * 0.75)) {
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columnTimeOffset = -2.;
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} else {
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columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
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columnTimeOffset += (sin(glyphPos.x / numColumns * PI) - 1.) * 2. - 2.5;
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}
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float introTime = (simTime + columnTimeOffset) * fallSpeed / numRows * 100.;
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vec4 result = vec4(introTime, 0., 0., 0.);
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@@ -221,8 +221,16 @@ fn computeIntro (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scree
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return vec4<f32>(1.0, 0.0, 0.0, 0.0);
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}
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var columnTimeOffset = randomFloat(glyphPos) * -10.0;
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columnTimeOffset += sin(glyphPos.x / config.gridSize.x * PI) - 1.0;
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var columnTimeOffset = 0.0;
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var column = i32(glyphPos.x);
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if (column == i32(config.gridSize.y / 2.0)) {
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columnTimeOffset = -1.0;
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} else if (column == i32(config.gridSize.y * 0.75)) {
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columnTimeOffset = -2.0;
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} else {
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columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
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columnTimeOffset += (sin(glyphPos.x / config.gridSize.y * PI) - 1.) * 2. - 2.5;
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}
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var introTime = (simTime + columnTimeOffset) * config.fallSpeed / config.gridSize.y * 100.0;
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var result = vec4<f32>(introTime, 0.0, 0.0, 0.0);
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