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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
The cursor channel of the rain pass is now propagated in isolation to the effect passes.
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@@ -15,7 +15,7 @@ void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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float brightness = pow(getBrightness(vUV).r, 1.5);
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vec4 brightness = getBrightness(vUV);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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gl_FragColor = vec4(bgColor * (brightness.r + brightness.g * 2.0), 1.0);
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}
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@@ -7,7 +7,7 @@ uniform sampler2D palette;
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uniform float bloomStrength;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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uniform vec3 backgroundColor, cursorColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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@@ -26,11 +26,16 @@ void main() {
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vec4 brightnessRGB = getBrightness(vUV);
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// Combine the texture and bloom
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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vec2 brightness = brightnessRGB.rg;
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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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// Map the brightness to a position in the palette texture
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gl_FragColor = texture2D( palette, vec2(brightness, 0.0)) + vec4(backgroundColor, 0.0);
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gl_FragColor = vec4(
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texture2D( palette, vec2(brightness.r, 0.0)).rgb
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+ min(cursorColor * brightness.g, 1.0)
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+ backgroundColor,
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1.0
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);
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}
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@@ -9,13 +9,14 @@ uniform float numColumns, numRows;
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uniform sampler2D glyphTex;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform float baseContrast, baseBrightness;
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uniform float brightnessOverride, brightnessThreshold, cursorBrightness;
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uniform float brightnessOverride, brightnessThreshold;
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uniform vec2 glyphTextureGridSize;
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uniform vec2 slantVec;
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uniform float slantScale;
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uniform bool isPolar;
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uniform bool showDebugView;
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uniform bool volumetric;
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uniform bool isolateCursor;
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varying vec2 vUV;
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varying vec4 vShine, vSymbol, vEffect;
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@@ -57,24 +58,26 @@ vec2 getUV(vec2 uv) {
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return uv;
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}
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float getBrightness(float brightness, float cursor, float multipliedEffects, float addedEffects) {
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vec2 getBrightness(float brightness, float cursor, float multipliedEffects, float addedEffects) {
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if (!isolateCursor) {
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cursor = 0.;
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}
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brightness = (1.0 - brightness) * baseContrast + baseBrightness;
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold) {
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if (brightnessOverride > 0. && brightness > brightnessThreshold && cursor == 0.) {
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brightness = brightnessOverride;
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}
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brightness *= multipliedEffects;
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brightness += addedEffects;
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brightness = max(cursor * cursorBrightness, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric && !showDebugView) {
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brightness = brightness * min(1., vDepth);
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}
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return brightness;
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return vec2(brightness * (1. - cursor), brightness * cursor);
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}
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vec2 getSymbolUV(float index) {
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@@ -107,7 +110,7 @@ void main() {
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vec4 symbolData = volumetric ? vSymbol : texture2D(symbolState, uv);
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vec4 effectData = volumetric ? vEffect : texture2D(effectState, uv);
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float brightness = getBrightness(shineData.r, shineData.g, effectData.r, effectData.g);
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vec2 brightness = getBrightness(shineData.r, shineData.g, effectData.r, effectData.g);
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float symbol = getSymbol(uv, symbolData.r);
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if (showDebugView) {
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@@ -122,6 +125,6 @@ void main() {
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1.
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);
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} else {
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gl_FragColor = vec4(brightness * symbol, 0., 0., 0.);
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gl_FragColor = vec4(brightness * symbol, 0., 0.);
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}
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}
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@@ -7,7 +7,7 @@ uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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uniform vec3 backgroundColor, cursorColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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@@ -25,10 +25,15 @@ vec4 getBrightness(vec2 uv) {
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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// Combine the texture and bloom
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float brightness = getBrightness(vUV).r;
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vec4 brightness = getBrightness(vUV);
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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = vec4(color * brightness + backgroundColor, 1.0);
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gl_FragColor = vec4(
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color * brightness.r
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+ min(cursorColor * brightness.g, 1.0)
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+ backgroundColor,
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1.0
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);
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}
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