Adding support for "resurrecting" volumetric code, which is rendered to a separate channel and can be given separate colors.

This commit is contained in:
Rezmason
2021-09-19 21:48:17 -07:00
parent f17281ab4d
commit 80f5aea2a3
7 changed files with 149 additions and 28 deletions

View File

@@ -6,6 +6,7 @@
- [Classic Matrix code](https://rezmason.github.io/matrix)
- [3D mode](https://rezmason.github.io/matrix?volumetric=true)
- [Matrix Resurrections code (WIP)](https://rezmason.github.io/matrix?version=resurrections)
- [Operator Matrix code (with ripple effects)](https://rezmason.github.io/matrix?version=operator)
- [Code of the "Nightmare Matrix"](https://rezmason.github.io/matrix?version=nightmare)
- [(you know, this stuff).](http://matrix.wikia.com/wiki/Nightmare_Matrix)

View File

@@ -42,18 +42,16 @@ export default (regl, config, inputs) => {
// The high pass restricts the blur to bright things in our input texture.
const highPass = regl({
frag: `
#define lumaMag vec3(0.2126, 0.7152, 0.0722)
precision mediump float;
varying vec2 vUV;
uniform sampler2D tex;
uniform float highPassThreshold;
void main() {
vec3 lumaColor = texture2D(tex, vUV).rgb * lumaMag;
float luma = lumaColor.r + lumaColor.g + lumaColor.b;
if (luma < highPassThreshold) {
luma = 0.;
}
gl_FragColor = vec4(vec3(luma), 1.0);
vec3 lumaColor = texture2D(tex, vUV).rgb;
if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0;
if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0;
if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0;
gl_FragColor = vec4(lumaColor, 1.0);
}
`,
uniforms: {

View File

@@ -19,6 +19,7 @@ const fonts = {
const defaults = {
backgroundColor: [0, 0, 0],
volumetric: false,
resurrectingCodeRatio: 0,
animationSpeed: 1,
forwardSpeed: 0.25,
bloomStrength: 1,
@@ -44,10 +45,10 @@ const defaults = {
numColumns: 80,
density: 1,
paletteEntries: [
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
{ rgb: [0.09, 0.33, 0.04], at: 0.25 },
{ rgb: [0.39, 0.98, 0.38], at: 0.7 },
{ rgb: [0.57, 0.97, 0.61], at: 1.0 }
{ hsl: [0.3, 0.9, 0.0], at: 0.0 },
{ hsl: [0.3, 0.9, 0.2], at: 0.2 },
{ hsl: [0.3, 0.9, 0.7], at: 0.7 },
{ hsl: [0.3, 0.9, 0.8], at: 0.8 }
],
raindropLength: 1,
slant: 0,
@@ -77,9 +78,9 @@ const versions = {
rippleTypeName: "box",
numColumns: 108,
paletteEntries: [
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
{ rgb: [0.18, 0.9, 0.35], at: 0.6 },
{ rgb: [0.9, 1.0, 0.9], at: 1.0 }
{ hsl: [0.4, 0.8, 0.0], at: 0.0 },
{ hsl: [0.4, 0.8, 0.5], at: 0.5 },
{ hsl: [0.4, 0.8, 1.0], at: 1.0 }
],
raindropLength: 1.5
},
@@ -92,11 +93,11 @@ const versions = {
hasThunder: true,
numColumns: 60,
paletteEntries: [
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
{ rgb: [0.32, 0.06, 0.0], at: 0.2 },
{ rgb: [0.82, 0.06, 0.05], at: 0.4 },
{ rgb: [1.0, 0.6, 0.3], at: 0.8 },
{ rgb: [1.0, 1.0, 0.9], at: 1.0 }
{ hsl: [0.0, 1.0, 0.0], at: 0.0 },
{ hsl: [0.0, 1.0, 0.2], at: 0.2 },
{ hsl: [0.0, 1.0, 0.4], at: 0.4 },
{ hsl: [0.1, 1.0, 0.7], at: 0.7 },
{ hsl: [0.2, 1.0, 1.0], at: 1.0 }
],
raindropLength: 0.6,
slant: (22.5 * Math.PI) / 180
@@ -115,13 +116,23 @@ const versions = {
rippleSpeed: 0.1,
numColumns: 30,
paletteEntries: [
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
{ rgb: [0.52, 0.17, 0.05], at: 0.4 },
{ rgb: [0.82, 0.37, 0.12], at: 0.7 },
{ rgb: [1.0, 0.74, 0.29], at: 0.9 },
{ rgb: [1.0, 0.9, 0.8], at: 1.0 }
{ hsl: [0.0, 0.0, 0.0], at: 0.0 },
{ hsl: [0.0, 0.8, 0.3], at: 0.3 },
{ hsl: [0.1, 0.8, 0.5], at: 0.5 },
{ hsl: [0.1, 1.0, 0.6], at: 0.6 },
{ hsl: [0.1, 1.0, 0.9], at: 0.9 }
],
raindropLength: 0.4
},
resurrections: {
...defaults,
...fonts.matrixcode,
resurrectingCodeRatio: 0.25,
effect:"resurrections",
width:100,
volumetric:true,
density:3,
fallSpeed:0.7
}
};
versions.throwback = versions.operator;

View File

@@ -5,6 +5,7 @@ import makeBloomPass from "./bloomPass.js";
import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
const canvas = document.createElement("canvas");
document.body.appendChild(canvas);
@@ -29,7 +30,9 @@ const effects = {
customStripes: makeStripePass,
stripes: makeStripePass,
pride: makeStripePass,
image: makeImagePass
image: makeImagePass,
resurrection: makeResurrectionPass,
resurrections: makeResurrectionPass
};
const config = makeConfig(window.location.search);

View File

@@ -1,5 +1,14 @@
import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
const colorToRGB = ([hue, saturation, lightness]) => {
const a = saturation * Math.min(lightness, 1 - lightness);
const f = (n) => {
const k = (n + hue * 12) % 12;
return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
};
return [f(0), f(8), f(4)];
};
const makePalette = (regl, entries) => {
const PALETTE_SIZE = 2048;
const paletteColors = Array(PALETTE_SIZE);
@@ -7,7 +16,7 @@ const makePalette = (regl, entries) => {
.slice()
.sort((e1, e2) => e1.at - e2.at)
.map(entry => ({
rgb: entry.rgb,
rgb: colorToRGB(entry.hsl),
arrayIndex: Math.floor(
Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)
)
@@ -73,7 +82,8 @@ export default (regl, config, inputs) => {
}
void main() {
float brightness = texture2D( tex, vUV ).r + texture2D( bloomTex, vUV ).r;
vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
}

View File

@@ -65,6 +65,7 @@ export default (regl, config) => {
"rippleScale",
"rippleSpeed",
"rippleThickness",
"resurrectingCodeRatio",
// rain vertex
"forwardSpeed",
// rain render
@@ -293,6 +294,7 @@ export default (regl, config) => {
}
},
vert: `
#define PI 3.14159265359
precision lowp float;
attribute vec2 aPosition, aCorner;
uniform sampler2D lastState;
@@ -304,8 +306,17 @@ export default (regl, config) => {
uniform float time, animationSpeed, forwardSpeed;
uniform bool volumetric;
uniform bool showComputationTexture;
uniform float resurrectingCodeRatio;
varying vec2 vUV;
varying vec3 vChannel;
varying vec4 vGlyph;
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() {
vUV = (aPosition + aCorner) * quadSize;
@@ -319,8 +330,16 @@ export default (regl, config) => {
vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
vChannel = vec3(1.0, 0.0, 0.0);
if (volumetric) {
if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
pos.y = -pos.y;
vChannel = vec3(0.0, 1.0, 0.0);
}
pos.x /= glyphHeightToWidth;
pos = camera * transform * pos;
} else {
pos.xy *= screenSize;
@@ -348,6 +367,7 @@ export default (regl, config) => {
uniform bool volumetric;
varying vec2 vUV;
varying vec3 vChannel;
varying vec4 vGlyph;
float median3(vec3 i) {
@@ -416,7 +436,7 @@ export default (regl, config) => {
float sigDist = median3(dist) - 0.5;
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
}
`,

78
js/resurrectionPass.js Normal file
View File

@@ -0,0 +1,78 @@
import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
const colorToRGB = ([hue, saturation, lightness]) => {
const a = saturation * Math.min(lightness, 1 - lightness);
const f = (n) => {
const k = (n + hue * 12) % 12;
return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
};
return [f(0), f(8), f(4)];
};
export default (regl, config, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat);
return makePass(
{
primary: output
},
regl({
frag: `
precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
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 + t);
}
float rgbComponent(float p, float q, float t) {
if (t < 0.0) t += 1.0;
if (t > 1.0) t -= 1.0;
if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
if (t < 1.0 / 2.0) return q;
if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
return p;
}
vec3 hslToRgb(float h, float s, float l){
float q = l < 0.5 ? l * (1. + s) : l + s - l * s;
float p = 2.0 * l - q;
return vec3(
rgbComponent(p, q, h + 1.0 / 3.0),
rgbComponent(p, q, h),
rgbComponent(p, q, h - 1.0 / 3.0)
);
}
void main() {
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;
float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.5);
gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
}
`,
uniforms: {
...extractEntries(config, [
"backgroundColor",
]),
tex: inputs.primary,
bloomTex: inputs.bloom,
ditherMagnitude: 0.05
},
framebuffer: output
})
);
};