mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Added noise to coloration passes, removed film grain pass. Added ImageOverlayPass option; effect can be specified in URL variables.
This commit is contained in:
12
TODO.txt
12
TODO.txt
@@ -5,10 +5,16 @@ Migrate rain logic to shaders that operate on double buffer RTTs
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Reach out to Ashley's partner about producing sounds
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Much later:
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Optimization: calculate texture derivatives on CPU, pass in as a uniform
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Optimization: simpler bloom replacement
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Optimizations
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calculate texture derivatives on CPU, pass in as a uniform
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simpler bloom replacement
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Dissolve threejs project into webgl project
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Maybe webgl2 project?
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Flashing row effect?
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Deluxe
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Flashing row effect?
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https://youtu.be/z_KmNZNT5xw?t=16
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Square event?
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https://youtu.be/ngnlBZNuVb8?t=200
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https://youtu.be/721sG2D_9-U?t=67
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More patterns?
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Symbol duplication is common
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78
index.html
78
index.html
@@ -9,9 +9,9 @@
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<script src="./js/ColorMapPass.js"></script>
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<script src="./js/HorizontalColorationPass.js"></script>
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<script src="./js/FilmGrainPass.js"></script>
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<script src="./js/LuminosityHighPassShader.js"></script>
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<script src="./js/UnrealBloomPass.js"></script>
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<script src="./js/ImageOverlayPass.js"></script>
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<script src="./js/MatrixMaterial.js"></script>
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<script src="./js/MatrixGeometry.js"></script>
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@@ -33,6 +33,8 @@
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const b = parseFloat(getParam("b", 1.125));
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const c = parseFloat(getParam("c", 1.25));
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const effect = getParam("effect", "plain");
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document.ontouchmove = (e) => e.preventDefault();
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const element = document.createElement("matrixcode");
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document.body.appendChild(element);
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@@ -56,46 +58,53 @@
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glyphSequenceLength,
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});
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// const stupidMaterial = new THREE.MeshBasicMaterial( { map: texture, flatShading: false, transparent:false } );
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const mesh = new THREE.Mesh( geometry, material );
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scene.add(mesh);
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composer.addPass( new THREE.RenderPass( scene, camera ) );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.15, 0.3 );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 2, 0.5, 0.3 );
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composer.addPass( bloomPass );
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const colorMap = new THREE.ColorMapPass([
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
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{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
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{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
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]);
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composer.addPass( colorMap );
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switch (effect) {
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case "plain":
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composer.addPass(new THREE.ColorMapPass([
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
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{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
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{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
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], 0.1));
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break;
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case "pride":
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composer.addPass(new THREE.HorizontalColorationPass([
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new THREE.Vector3(1, 0, 0),
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new THREE.Vector3(1, 0.5, 0),
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new THREE.Vector3(1, 1, 0),
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new THREE.Vector3(0, 1, 0),
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new THREE.Vector3(0, 0, 1),
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new THREE.Vector3(0.8, 0, 1),
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], 0.1));
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break;
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case "customStripes":
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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);
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const numFlagColors = Math.floor(flagColorData.length / 3);
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const colors = [];
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for (let i = 0; i < numFlagColors; i++) {
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colors.push(new THREE.Vector3(flagColorData[i * 3 + 0], flagColorData[i * 3 + 1], flagColorData[i * 3 + 2]));
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}
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composer.addPass(new THREE.HorizontalColorationPass(colors, 0.1));
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break;
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case "none":
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break;
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case "image":
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const imageURL = getParam("url", "https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg");
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window.texture2 = new THREE.TextureLoader().load( imageURL );
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composer.addPass(new THREE.ImageOverlayPass(texture2));
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break;
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}
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const horizontalColoration = new THREE.HorizontalColorationPass([
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new THREE.Vector3(1, 0, 0),
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new THREE.Vector3(1, 1, 0),
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new THREE.Vector3(0, 1, 0),
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new THREE.Vector3(0, 1, 1),
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new THREE.Vector3(0, 0, 1),
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new THREE.Vector3(1, 0, 1),
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// new THREE.Vector3(1, 0, 0.5),
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// new THREE.Vector3(1, 0, 0.5),
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// new THREE.Vector3(0.5, 0, 1),
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// new THREE.Vector3(0.5, 0, 1),
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// new THREE.Vector3(0.25, 0.25, 1),
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// new THREE.Vector3(0.25, 0.25, 1),
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]);
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// composer.addPass(horizontalColoration);
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const blurMag = 0.0001;
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const ditherMag = 0.075;
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const filmGrainPass = new THREE.FilmGrainPass(blurMag, ditherMag);
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composer.addPass(filmGrainPass);
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composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
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composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
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const windowResize = () => {
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const [width, height] = [window.innerWidth, window.innerHeight];
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@@ -122,8 +131,7 @@
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const render = () => {
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requestAnimationFrame(render);
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const now = Date.now();
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update(now);
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update(Date.now());
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composer.render();
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}
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render();
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@@ -11,7 +11,7 @@ const easeInOutQuad = input => {
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return 1 - 2 * input * input;
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}
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THREE.ColorMapPass = function (entries) {
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THREE.ColorMapPass = function (entries, ditherMagnitude = 1) {
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const colors = Array(256).fill().map(_ => new THREE.Vector3());
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const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
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color: entry.color,
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@@ -44,7 +44,8 @@ THREE.ColorMapPass = function (entries) {
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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tColorData: { value: this.dataTexture }
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tColorData: { value: this.dataTexture },
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ditherMagnitude: { value: ditherMagnitude }
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},
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vertexShader: `
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@@ -56,15 +57,21 @@ THREE.ColorMapPass = function (entries) {
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`,
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fragmentShader: `
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#define PI 3.14159265359
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uniform sampler2D tDiffuse;
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uniform sampler2D tColorData;
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uniform float ditherMagnitude;
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varying vec2 vUv;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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void main() {
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gl_FragColor = vec4(
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texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
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1.0
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);
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gl_FragColor = texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r - rand( gl_FragCoord.xy ) * ditherMagnitude, 0.0 ) );
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}
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`
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};
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@@ -1,60 +0,0 @@
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/**
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* @author rezmason
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*/
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THREE.FilmGrainPass = function (blurMagnitude, ditherMagnitude) {
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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blurMagnitude: { value: blurMagnitude },
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ditherMagnitude: { value: ditherMagnitude }
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#define PI 3.14159265359
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uniform sampler2D tDiffuse;
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uniform float blurMagnitude;
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uniform float ditherMagnitude;
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varying vec2 vUv;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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vec3 dithering( vec3 color1, vec3 color2 ) {
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float difference = pow(length(color1 - color2), 0.1);
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return color1 + vec3( -1, 0.5, 0.5 ) * ditherMagnitude * difference * mix( -1.0, 1.0, rand( gl_FragCoord.xy ) );
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}
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void main() {
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vec4 sample = texture2D( tDiffuse, vUv );
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vec4 blurSum = vec4( 0.0 );
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blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, -blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, -blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, blurMagnitude) ) * 0.25;
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gl_FragColor = vec4(dithering(blurSum.rgb, sample.rgb), 1.0);
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.FilmGrainPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.FilmGrainPass,
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render: THREE.ShaderPass.prototype.render
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});
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@@ -2,7 +2,7 @@
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* @author rezmason
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*/
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THREE.HorizontalColorationPass = function (colors) {
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THREE.HorizontalColorationPass = function (colors, ditherMagnitude = 1) {
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const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
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this.dataTexture = new THREE.DataTexture(
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@@ -19,6 +19,7 @@ THREE.HorizontalColorationPass = function (colors) {
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uniforms: {
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tDiffuse: { value: null },
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tColorData: { value: this.dataTexture },
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ditherMagnitude: { value: ditherMagnitude },
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},
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vertexShader: `
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@@ -30,13 +31,22 @@ THREE.HorizontalColorationPass = function (colors) {
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`,
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fragmentShader: `
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#define PI 3.14159265359
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uniform sampler2D tDiffuse;
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uniform sampler2D tColorData;
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uniform float ditherMagnitude;
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varying vec2 vUv;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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void main() {
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float value = texture2D(tDiffuse, vUv).r;
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vec3 value2 = texture2D(tColorData, vUv).rgb;
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vec3 value2 = texture2D(tColorData, vUv).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
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gl_FragColor = vec4(value2 * value, 1.0);
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}
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`
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41
js/ImageOverlayPass.js
Normal file
41
js/ImageOverlayPass.js
Normal file
@@ -0,0 +1,41 @@
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/**
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* @author rezmason
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*/
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THREE.ImageOverlayPass = function (texture) {
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this.texture = texture;
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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map: { value: this.texture },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform sampler2D map;
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varying vec2 vUv;
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void main() {
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gl_FragColor = vec4(texture2D(map, vUv).rgb * (pow(texture2D(tDiffuse, vUv).r, 1.5) * 0.995 + 0.005), 1.0);
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.ImageOverlayPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.ImageOverlayPass,
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render: function() {
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this.uniforms[ "map" ].value = this.texture;
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THREE.ShaderPass.prototype.render.call(this, ...arguments);
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}
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});
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@@ -89,12 +89,6 @@ const makeMatrixGeometry = ({
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const delta = ((isNaN(last) || now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
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last = now;
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bloomPass.enabled = delta < minimumPostProcessingFrameTime;
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filmGrainPass.enabled = delta < minimumPostProcessingFrameTime;
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composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
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composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
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const simTime = now * animationSpeed * fallSpeed * 0.0005;
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for (const column of columns) {
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Block a user