mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Adding support for "resurrecting" volumetric code, which is rendered to a separate channel and can be given separate colors.
This commit is contained in:
@@ -6,6 +6,7 @@
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- [Classic Matrix code](https://rezmason.github.io/matrix)
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- [3D mode](https://rezmason.github.io/matrix?volumetric=true)
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- [Matrix Resurrections code (WIP)](https://rezmason.github.io/matrix?version=resurrections)
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- [Operator Matrix code (with ripple effects)](https://rezmason.github.io/matrix?version=operator)
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- [Code of the "Nightmare Matrix"](https://rezmason.github.io/matrix?version=nightmare)
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- [(you know, this stuff).](http://matrix.wikia.com/wiki/Nightmare_Matrix)
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@@ -42,18 +42,16 @@ export default (regl, config, inputs) => {
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// The high pass restricts the blur to bright things in our input texture.
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const highPass = regl({
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frag: `
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#define lumaMag vec3(0.2126, 0.7152, 0.0722)
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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uniform float highPassThreshold;
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void main() {
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vec3 lumaColor = texture2D(tex, vUV).rgb * lumaMag;
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float luma = lumaColor.r + lumaColor.g + lumaColor.b;
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if (luma < highPassThreshold) {
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luma = 0.;
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}
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gl_FragColor = vec4(vec3(luma), 1.0);
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vec3 lumaColor = texture2D(tex, vUV).rgb;
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if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0;
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if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0;
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if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0;
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gl_FragColor = vec4(lumaColor, 1.0);
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}
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`,
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uniforms: {
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45
js/config.js
45
js/config.js
@@ -19,6 +19,7 @@ const fonts = {
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const defaults = {
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backgroundColor: [0, 0, 0],
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volumetric: false,
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resurrectingCodeRatio: 0,
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animationSpeed: 1,
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forwardSpeed: 0.25,
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bloomStrength: 1,
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@@ -44,10 +45,10 @@ const defaults = {
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numColumns: 80,
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density: 1,
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paletteEntries: [
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.09, 0.33, 0.04], at: 0.25 },
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{ rgb: [0.39, 0.98, 0.38], at: 0.7 },
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{ rgb: [0.57, 0.97, 0.61], at: 1.0 }
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{ hsl: [0.3, 0.9, 0.0], at: 0.0 },
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{ hsl: [0.3, 0.9, 0.2], at: 0.2 },
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{ hsl: [0.3, 0.9, 0.7], at: 0.7 },
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{ hsl: [0.3, 0.9, 0.8], at: 0.8 }
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],
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raindropLength: 1,
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slant: 0,
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@@ -77,9 +78,9 @@ const versions = {
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rippleTypeName: "box",
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numColumns: 108,
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paletteEntries: [
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.18, 0.9, 0.35], at: 0.6 },
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{ rgb: [0.9, 1.0, 0.9], at: 1.0 }
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{ hsl: [0.4, 0.8, 0.0], at: 0.0 },
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{ hsl: [0.4, 0.8, 0.5], at: 0.5 },
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{ hsl: [0.4, 0.8, 1.0], at: 1.0 }
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],
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raindropLength: 1.5
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},
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@@ -92,11 +93,11 @@ const versions = {
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hasThunder: true,
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numColumns: 60,
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paletteEntries: [
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.32, 0.06, 0.0], at: 0.2 },
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{ rgb: [0.82, 0.06, 0.05], at: 0.4 },
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{ rgb: [1.0, 0.6, 0.3], at: 0.8 },
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{ rgb: [1.0, 1.0, 0.9], at: 1.0 }
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{ hsl: [0.0, 1.0, 0.0], at: 0.0 },
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{ hsl: [0.0, 1.0, 0.2], at: 0.2 },
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{ hsl: [0.0, 1.0, 0.4], at: 0.4 },
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{ hsl: [0.1, 1.0, 0.7], at: 0.7 },
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{ hsl: [0.2, 1.0, 1.0], at: 1.0 }
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],
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raindropLength: 0.6,
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slant: (22.5 * Math.PI) / 180
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@@ -115,13 +116,23 @@ const versions = {
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rippleSpeed: 0.1,
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numColumns: 30,
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paletteEntries: [
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{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
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{ rgb: [0.52, 0.17, 0.05], at: 0.4 },
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{ rgb: [0.82, 0.37, 0.12], at: 0.7 },
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{ rgb: [1.0, 0.74, 0.29], at: 0.9 },
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{ rgb: [1.0, 0.9, 0.8], at: 1.0 }
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{ hsl: [0.0, 0.0, 0.0], at: 0.0 },
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{ hsl: [0.0, 0.8, 0.3], at: 0.3 },
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{ hsl: [0.1, 0.8, 0.5], at: 0.5 },
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{ hsl: [0.1, 1.0, 0.6], at: 0.6 },
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{ hsl: [0.1, 1.0, 0.9], at: 0.9 }
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],
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raindropLength: 0.4
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},
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resurrections: {
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...defaults,
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...fonts.matrixcode,
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resurrectingCodeRatio: 0.25,
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effect:"resurrections",
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width:100,
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volumetric:true,
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density:3,
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fallSpeed:0.7
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}
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};
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versions.throwback = versions.operator;
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@@ -5,6 +5,7 @@ import makeBloomPass from "./bloomPass.js";
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import makePalettePass from "./palettePass.js";
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import makeStripePass from "./stripePass.js";
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import makeImagePass from "./imagePass.js";
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import makeResurrectionPass from "./resurrectionPass.js";
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const canvas = document.createElement("canvas");
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document.body.appendChild(canvas);
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@@ -29,7 +30,9 @@ const effects = {
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customStripes: makeStripePass,
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stripes: makeStripePass,
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pride: makeStripePass,
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image: makeImagePass
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image: makeImagePass,
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resurrection: makeResurrectionPass,
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resurrections: makeResurrectionPass
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};
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const config = makeConfig(window.location.search);
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@@ -1,5 +1,14 @@
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import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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const colorToRGB = ([hue, saturation, lightness]) => {
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const a = saturation * Math.min(lightness, 1 - lightness);
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const f = (n) => {
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const k = (n + hue * 12) % 12;
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return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
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};
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return [f(0), f(8), f(4)];
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};
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const makePalette = (regl, entries) => {
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const PALETTE_SIZE = 2048;
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const paletteColors = Array(PALETTE_SIZE);
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@@ -7,7 +16,7 @@ const makePalette = (regl, entries) => {
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map(entry => ({
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rgb: entry.rgb,
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rgb: colorToRGB(entry.hsl),
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arrayIndex: Math.floor(
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Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)
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)
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@@ -73,7 +82,8 @@ export default (regl, config, inputs) => {
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}
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void main() {
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float brightness = texture2D( tex, vUV ).r + texture2D( bloomTex, vUV ).r;
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
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}
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@@ -65,6 +65,7 @@ export default (regl, config) => {
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"rippleScale",
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"rippleSpeed",
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"rippleThickness",
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"resurrectingCodeRatio",
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// rain vertex
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"forwardSpeed",
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// rain render
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@@ -293,6 +294,7 @@ export default (regl, config) => {
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}
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},
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vert: `
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#define PI 3.14159265359
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precision lowp float;
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attribute vec2 aPosition, aCorner;
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uniform sampler2D lastState;
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@@ -304,8 +306,17 @@ export default (regl, config) => {
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uniform float time, animationSpeed, forwardSpeed;
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uniform bool volumetric;
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uniform bool showComputationTexture;
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uniform float resurrectingCodeRatio;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vGlyph;
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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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vUV = (aPosition + aCorner) * quadSize;
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@@ -319,8 +330,16 @@ export default (regl, config) => {
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vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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if (volumetric) {
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if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
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pos.y = -pos.y;
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vChannel = vec3(0.0, 1.0, 0.0);
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}
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pos.x /= glyphHeightToWidth;
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pos = camera * transform * pos;
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} else {
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pos.xy *= screenSize;
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@@ -348,6 +367,7 @@ export default (regl, config) => {
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vGlyph;
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float median3(vec3 i) {
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@@ -416,7 +436,7 @@ export default (regl, config) => {
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float sigDist = median3(dist) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
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}
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`,
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78
js/resurrectionPass.js
Normal file
78
js/resurrectionPass.js
Normal file
@@ -0,0 +1,78 @@
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import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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const colorToRGB = ([hue, saturation, lightness]) => {
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const a = saturation * Math.min(lightness, 1 - lightness);
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const f = (n) => {
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const k = (n + hue * 12) % 12;
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return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
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};
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return [f(0), f(8), f(4)];
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};
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export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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return makePass(
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{
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primary: output
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},
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regl({
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frag: `
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precision mediump float;
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#define PI 3.14159265359
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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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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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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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 + t);
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}
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float rgbComponent(float p, float q, float t) {
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if (t < 0.0) t += 1.0;
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if (t > 1.0) t -= 1.0;
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if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
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if (t < 1.0 / 2.0) return q;
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if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
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return p;
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}
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vec3 hslToRgb(float h, float s, float l){
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float q = l < 0.5 ? l * (1. + s) : l + s - l * s;
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float p = 2.0 * l - q;
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return vec3(
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rgbComponent(p, q, h + 1.0 / 3.0),
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rgbComponent(p, q, h),
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rgbComponent(p, q, h - 1.0 / 3.0)
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);
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}
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void main() {
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vec3 brightness = mix(texture2D( bloomTex, vUV ).rgb, texture2D( tex, vUV ).rgb, (0.7 - length(vUV - 0.5))) * 1.25 - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
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vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
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vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.5);
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gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
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}
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`,
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uniforms: {
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...extractEntries(config, [
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"backgroundColor",
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]),
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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})
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);
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};
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