Added noise to coloration passes, removed film grain pass. Added ImageOverlayPass option; effect can be specified in URL variables.

This commit is contained in:
Rezmason
2018-09-03 20:04:42 -07:00
parent a644133c1e
commit 7bf43539c1
7 changed files with 118 additions and 112 deletions

View File

@@ -5,10 +5,16 @@ Migrate rain logic to shaders that operate on double buffer RTTs
Reach out to Ashley's partner about producing sounds
Much later:
Optimization: calculate texture derivatives on CPU, pass in as a uniform
Optimization: simpler bloom replacement
Optimizations
calculate texture derivatives on CPU, pass in as a uniform
simpler bloom replacement
Dissolve threejs project into webgl project
Maybe webgl2 project?
Flashing row effect?
Deluxe
Flashing row effect?
https://youtu.be/z_KmNZNT5xw?t=16
Square event?
https://youtu.be/ngnlBZNuVb8?t=200
https://youtu.be/721sG2D_9-U?t=67
More patterns?
Symbol duplication is common

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@@ -9,9 +9,9 @@
<script src="./js/ColorMapPass.js"></script>
<script src="./js/HorizontalColorationPass.js"></script>
<script src="./js/FilmGrainPass.js"></script>
<script src="./js/LuminosityHighPassShader.js"></script>
<script src="./js/UnrealBloomPass.js"></script>
<script src="./js/ImageOverlayPass.js"></script>
<script src="./js/MatrixMaterial.js"></script>
<script src="./js/MatrixGeometry.js"></script>
@@ -33,6 +33,8 @@
const b = parseFloat(getParam("b", 1.125));
const c = parseFloat(getParam("c", 1.25));
const effect = getParam("effect", "plain");
document.ontouchmove = (e) => e.preventDefault();
const element = document.createElement("matrixcode");
document.body.appendChild(element);
@@ -56,46 +58,53 @@
glyphSequenceLength,
});
// const stupidMaterial = new THREE.MeshBasicMaterial( { map: texture, flatShading: false, transparent:false } );
const mesh = new THREE.Mesh( geometry, material );
scene.add(mesh);
composer.addPass( new THREE.RenderPass( scene, camera ) );
const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.15, 0.3 );
const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 2, 0.5, 0.3 );
composer.addPass( bloomPass );
const colorMap = new THREE.ColorMapPass([
{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
]);
composer.addPass( colorMap );
switch (effect) {
case "plain":
composer.addPass(new THREE.ColorMapPass([
{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
], 0.1));
break;
case "pride":
composer.addPass(new THREE.HorizontalColorationPass([
new THREE.Vector3(1, 0, 0),
new THREE.Vector3(1, 0.5, 0),
new THREE.Vector3(1, 1, 0),
new THREE.Vector3(0, 1, 0),
new THREE.Vector3(0, 0, 1),
new THREE.Vector3(0.8, 0, 1),
], 0.1));
break;
case "customStripes":
const flagColorData = getParam("colors", "0.4,0.15,0.1,0.4,0.15,0.1,0.8,0.8,0.6,0.8,0.8,0.6,1.0,0.7,0.8,1.0,0.7,0.8,").split(",").map(parseFloat);
const numFlagColors = Math.floor(flagColorData.length / 3);
const colors = [];
for (let i = 0; i < numFlagColors; i++) {
colors.push(new THREE.Vector3(flagColorData[i * 3 + 0], flagColorData[i * 3 + 1], flagColorData[i * 3 + 2]));
}
composer.addPass(new THREE.HorizontalColorationPass(colors, 0.1));
break;
case "none":
break;
case "image":
const imageURL = getParam("url", "https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg");
window.texture2 = new THREE.TextureLoader().load( imageURL );
composer.addPass(new THREE.ImageOverlayPass(texture2));
break;
}
const horizontalColoration = new THREE.HorizontalColorationPass([
new THREE.Vector3(1, 0, 0),
new THREE.Vector3(1, 1, 0),
new THREE.Vector3(0, 1, 0),
new THREE.Vector3(0, 1, 1),
new THREE.Vector3(0, 0, 1),
new THREE.Vector3(1, 0, 1),
// new THREE.Vector3(1, 0, 0.5),
// new THREE.Vector3(1, 0, 0.5),
// new THREE.Vector3(0.5, 0, 1),
// new THREE.Vector3(0.5, 0, 1),
// new THREE.Vector3(0.25, 0.25, 1),
// new THREE.Vector3(0.25, 0.25, 1),
]);
// composer.addPass(horizontalColoration);
const blurMag = 0.0001;
const ditherMag = 0.075;
const filmGrainPass = new THREE.FilmGrainPass(blurMag, ditherMag);
composer.addPass(filmGrainPass);
composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
const windowResize = () => {
const [width, height] = [window.innerWidth, window.innerHeight];
@@ -122,8 +131,7 @@
const render = () => {
requestAnimationFrame(render);
const now = Date.now();
update(now);
update(Date.now());
composer.render();
}
render();

View File

@@ -11,7 +11,7 @@ const easeInOutQuad = input => {
return 1 - 2 * input * input;
}
THREE.ColorMapPass = function (entries) {
THREE.ColorMapPass = function (entries, ditherMagnitude = 1) {
const colors = Array(256).fill().map(_ => new THREE.Vector3());
const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
color: entry.color,
@@ -44,7 +44,8 @@ THREE.ColorMapPass = function (entries) {
this.shader = {
uniforms: {
tDiffuse: { value: null },
tColorData: { value: this.dataTexture }
tColorData: { value: this.dataTexture },
ditherMagnitude: { value: ditherMagnitude }
},
vertexShader: `
@@ -56,15 +57,21 @@ THREE.ColorMapPass = function (entries) {
`,
fragmentShader: `
#define PI 3.14159265359
uniform sampler2D tDiffuse;
uniform sampler2D tColorData;
uniform float ditherMagnitude;
varying vec2 vUv;
highp float rand( 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);
}
void main() {
gl_FragColor = vec4(
texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
1.0
);
gl_FragColor = texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r - rand( gl_FragCoord.xy ) * ditherMagnitude, 0.0 ) );
}
`
};

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@@ -1,60 +0,0 @@
/**
* @author rezmason
*/
THREE.FilmGrainPass = function (blurMagnitude, ditherMagnitude) {
this.shader = {
uniforms: {
tDiffuse: { value: null },
blurMagnitude: { value: blurMagnitude },
ditherMagnitude: { value: ditherMagnitude }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
#define PI 3.14159265359
uniform sampler2D tDiffuse;
uniform float blurMagnitude;
uniform float ditherMagnitude;
varying vec2 vUv;
highp float rand( 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);
}
vec3 dithering( vec3 color1, vec3 color2 ) {
float difference = pow(length(color1 - color2), 0.1);
return color1 + vec3( -1, 0.5, 0.5 ) * ditherMagnitude * difference * mix( -1.0, 1.0, rand( gl_FragCoord.xy ) );
}
void main() {
vec4 sample = texture2D( tDiffuse, vUv );
vec4 blurSum = vec4( 0.0 );
blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, -blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, -blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, blurMagnitude) ) * 0.25;
gl_FragColor = vec4(dithering(blurSum.rgb, sample.rgb), 1.0);
}
`
};
THREE.ShaderPass.call(this, this.shader);
};
THREE.FilmGrainPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.FilmGrainPass,
render: THREE.ShaderPass.prototype.render
});

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@@ -2,7 +2,7 @@
* @author rezmason
*/
THREE.HorizontalColorationPass = function (colors) {
THREE.HorizontalColorationPass = function (colors, ditherMagnitude = 1) {
const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
this.dataTexture = new THREE.DataTexture(
@@ -19,6 +19,7 @@ THREE.HorizontalColorationPass = function (colors) {
uniforms: {
tDiffuse: { value: null },
tColorData: { value: this.dataTexture },
ditherMagnitude: { value: ditherMagnitude },
},
vertexShader: `
@@ -30,13 +31,22 @@ THREE.HorizontalColorationPass = function (colors) {
`,
fragmentShader: `
#define PI 3.14159265359
uniform sampler2D tDiffuse;
uniform sampler2D tColorData;
uniform float ditherMagnitude;
varying vec2 vUv;
highp float rand( 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);
}
void main() {
float value = texture2D(tDiffuse, vUv).r;
vec3 value2 = texture2D(tColorData, vUv).rgb;
vec3 value2 = texture2D(tColorData, vUv).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
gl_FragColor = vec4(value2 * value, 1.0);
}
`

41
js/ImageOverlayPass.js Normal file
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@@ -0,0 +1,41 @@
/**
* @author rezmason
*/
THREE.ImageOverlayPass = function (texture) {
this.texture = texture;
this.shader = {
uniforms: {
tDiffuse: { value: null },
map: { value: this.texture },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D map;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(texture2D(map, vUv).rgb * (pow(texture2D(tDiffuse, vUv).r, 1.5) * 0.995 + 0.005), 1.0);
}
`
};
THREE.ShaderPass.call(this, this.shader);
};
THREE.ImageOverlayPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.ImageOverlayPass,
render: function() {
this.uniforms[ "map" ].value = this.texture;
THREE.ShaderPass.prototype.render.call(this, ...arguments);
}
});

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@@ -89,12 +89,6 @@ const makeMatrixGeometry = ({
const delta = ((isNaN(last) || now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
last = now;
bloomPass.enabled = delta < minimumPostProcessingFrameTime;
filmGrainPass.enabled = delta < minimumPostProcessingFrameTime;
composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
const simTime = now * animationSpeed * fallSpeed * 0.0005;
for (const column of columns) {