mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-21 23:39:29 -07:00
The cursor channel of the rain pass is now propagated in isolation to the effect passes.
This commit is contained in:
8
TODO.txt
8
TODO.txt
@@ -1,12 +1,6 @@
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TODO:
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TODO:
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Reformulate the basis
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Migrate recoded changes to WebGPU
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Separate cursor and non-cursor parts of the code into rain pass output channels
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Downstream passes can add them or color them separately
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Add cursorColor to config
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Switch operator/resurrections/classic to this
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Tune ALL the versions!
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Migrate to WebGPU
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Update the README
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Update the README
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22
js/config.js
22
js/config.js
@@ -55,7 +55,8 @@ const defaults = {
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font: "matrixcode",
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font: "matrixcode",
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useCamera: false,
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useCamera: false,
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backgroundColor: [0, 0, 0], // The color "behind" the glyphs
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backgroundColor: [0, 0, 0], // The color "behind" the glyphs
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cursorBrightness: 0, // The brightness of the "cursor" at the bottom of a raindrop
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isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
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cursorColor: [1.5, 2, 0.9], // The color of the cursor
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volumetric: false, // A mode where the raindrops appear in perspective
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volumetric: false, // A mode where the raindrops appear in perspective
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animationSpeed: 1, // The global rate that all animations progress
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animationSpeed: 1, // The global rate that all animations progress
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forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
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forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
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@@ -107,7 +108,7 @@ const versions = {
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width: 40,
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width: 40,
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},
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},
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operator: {
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operator: {
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cursorBrightness: 1,
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cursorColor: [1.0, 3, 1.5],
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bloomSize: 0.6,
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bloomSize: 0.6,
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bloomStrength: 0.75,
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bloomStrength: 0.75,
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highPassThreshold: 0.0,
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highPassThreshold: 0.0,
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@@ -129,6 +130,7 @@ const versions = {
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},
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},
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nightmare: {
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nightmare: {
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font: "gothic",
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font: "gothic",
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isolateCursor: false,
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highPassThreshold: 0.7,
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highPassThreshold: 0.7,
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baseBrightness: -0.8,
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baseBrightness: -0.8,
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brightnessDecay: 0.75,
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brightnessDecay: 0.75,
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@@ -148,6 +150,7 @@ const versions = {
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},
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},
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paradise: {
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paradise: {
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font: "coptic",
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font: "coptic",
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isolateCursor: false,
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bloomStrength: 1,
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bloomStrength: 1,
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highPassThreshold: 0,
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highPassThreshold: 0,
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cycleSpeed: 0.005,
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cycleSpeed: 0.005,
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@@ -171,7 +174,7 @@ const versions = {
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resurrections: {
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resurrections: {
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font: "resurrections",
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font: "resurrections",
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glyphEdgeCrop: 0.1,
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glyphEdgeCrop: 0.1,
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cursorBrightness: 1,
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cursorColor: [1.4, 2, 1.2],
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baseBrightness: -0.7,
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baseBrightness: -0.7,
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baseContrast: 1.17,
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baseContrast: 1.17,
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highPassThreshold: 0,
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highPassThreshold: 0,
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@@ -180,13 +183,14 @@ const versions = {
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bloomStrength: 0.7,
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bloomStrength: 0.7,
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fallSpeed: 0.3,
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fallSpeed: 0.3,
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paletteEntries: [
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paletteEntries: [
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{ hsl: [0.38, 0.9, 0.0], at: 0.0 },
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{ hsl: [0.375, 0.9, 0.0], at: 0.0 },
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{ hsl: [0.38, 1.0, 0.6], at: 0.92 },
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{ hsl: [0.375, 1.0, 0.6], at: 0.92 },
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{ hsl: [0.38, 1.0, 1.0], at: 1.0 },
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{ hsl: [0.375, 1.0, 1.0], at: 1.0 },
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],
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],
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},
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},
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palimpsest: {
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palimpsest: {
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font: "huberfishA",
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font: "huberfishA",
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isolateCursor: false,
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bloomStrength: 0.2,
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bloomStrength: 0.2,
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numColumns: 40,
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numColumns: 40,
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raindropLength: 1.2,
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raindropLength: 1.2,
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@@ -200,7 +204,8 @@ const versions = {
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},
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},
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twilight: {
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twilight: {
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font: "huberfishD",
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font: "huberfishD",
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bloomStrength: 0.3,
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cursorColor: [1.5, 1, 0.9],
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bloomStrength: 0.1,
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numColumns: 50,
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numColumns: 50,
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raindropLength: 0.9,
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raindropLength: 0.9,
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fallSpeed: 0.1,
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fallSpeed: 0.1,
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@@ -210,7 +215,7 @@ const versions = {
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{ hsl: [0.6, 0.8, 0.1], at: 0.1 },
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{ hsl: [0.6, 0.8, 0.1], at: 0.1 },
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{ hsl: [0.88, 0.8, 0.5], at: 0.5 },
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{ hsl: [0.88, 0.8, 0.5], at: 0.5 },
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{ hsl: [0.15, 1.0, 0.6], at: 0.8 },
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{ hsl: [0.15, 1.0, 0.6], at: 0.8 },
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{ hsl: [0.1, 1.0, 0.9], at: 1.0 },
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// { hsl: [0.1, 1.0, 0.9], at: 1.0 },
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],
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],
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},
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},
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@@ -297,6 +302,7 @@ const paramMapping = {
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url: { key: "bgURL", parser: (s) => s },
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url: { key: "bgURL", parser: (s) => s },
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stripeColors: { key: "stripeColors", parser: (s) => s },
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stripeColors: { key: "stripeColors", parser: (s) => s },
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backgroundColor: { key: "backgroundColor", parser: (s) => s.split(",").map(parseFloat) },
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backgroundColor: { key: "backgroundColor", parser: (s) => s.split(",").map(parseFloat) },
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cursorColor: { key: "cursorColor", parser: (s) => s.split(",").map(parseFloat) },
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volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
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volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
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loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
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loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
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renderer: { key: "renderer", parser: (s) => s },
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renderer: { key: "renderer", parser: (s) => s },
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@@ -65,7 +65,7 @@ const makePalette = (regl, entries) => {
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export default ({ regl, config }, inputs) => {
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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const palette = makePalette(regl, config.paletteEntries);
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const palette = makePalette(regl, config.paletteEntries);
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const { backgroundColor, cursorColor, ditherMagnitude, bloomStrength } = config;
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const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
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const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
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@@ -74,6 +74,7 @@ export default ({ regl, config }, inputs) => {
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uniforms: {
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uniforms: {
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backgroundColor,
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backgroundColor,
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cursorColor,
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ditherMagnitude,
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ditherMagnitude,
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bloomStrength,
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bloomStrength,
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tex: inputs.primary,
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tex: inputs.primary,
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@@ -130,7 +130,7 @@ export default ({ regl, config, lkg }) => {
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"baseContrast",
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"baseContrast",
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"brightnessThreshold",
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"brightnessThreshold",
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"brightnessOverride",
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"brightnessOverride",
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"cursorBrightness",
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"isolateCursor",
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"glyphEdgeCrop",
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"glyphEdgeCrop",
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"isPolar",
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"isPolar",
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]),
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]),
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@@ -31,7 +31,7 @@ const prideStripeColors = [
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export default ({ regl, config }, inputs) => {
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const { backgroundColor, cursorColor, ditherMagnitude, bloomStrength } = config;
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// Expand and convert stripe colors into 1D texture data
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// Expand and convert stripe colors into 1D texture data
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const stripeColors =
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const stripeColors =
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@@ -49,6 +49,7 @@ export default ({ regl, config }, inputs) => {
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uniforms: {
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uniforms: {
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backgroundColor,
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backgroundColor,
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cursorColor,
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ditherMagnitude,
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ditherMagnitude,
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bloomStrength,
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bloomStrength,
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tex: inputs.primary,
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tex: inputs.primary,
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@@ -15,7 +15,7 @@ void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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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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// 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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}
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@@ -7,7 +7,7 @@ uniform sampler2D palette;
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uniform float bloomStrength;
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uniform float bloomStrength;
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uniform float ditherMagnitude;
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uniform float ditherMagnitude;
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uniform float time;
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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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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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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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vec4 brightnessRGB = getBrightness(vUV);
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// Combine the texture and bloom
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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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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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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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// 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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}
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@@ -9,13 +9,14 @@ 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, glyphEdgeCrop;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform float baseContrast, baseBrightness;
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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 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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uniform bool showDebugView;
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uniform bool showDebugView;
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uniform bool volumetric;
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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 vec2 vUV;
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varying vec4 vShine, vSymbol, vEffect;
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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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return uv;
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}
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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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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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// 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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brightness = brightnessOverride;
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}
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}
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brightness *= multipliedEffects;
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brightness *= multipliedEffects;
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brightness += addedEffects;
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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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// In volumetric mode, distant glyphs are dimmer
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if (volumetric && !showDebugView) {
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if (volumetric && !showDebugView) {
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brightness = brightness * min(1., vDepth);
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brightness = brightness * min(1., vDepth);
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}
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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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}
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vec2 getSymbolUV(float index) {
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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 symbolData = volumetric ? vSymbol : texture2D(symbolState, uv);
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vec4 effectData = volumetric ? vEffect : texture2D(effectState, 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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float symbol = getSymbol(uv, symbolData.r);
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if (showDebugView) {
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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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1.
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);
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);
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} else {
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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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}
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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 sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float ditherMagnitude;
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uniform float time;
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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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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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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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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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vec3 color = texture2D(stripes, vUV).rgb;
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// Combine the texture and bloom
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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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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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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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}
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