mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
This commit is contained in:
13
js/config.js
13
js/config.js
@@ -186,7 +186,7 @@ const versions = {
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bloomStrength: 0.3,
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numColumns: 50,
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raindropLength: 0.9,
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fallSpeed: 0.15,
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fallSpeed: 0.1,
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cycleStyle: "cycleRandomly",
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highPassThreshold: 0.0,
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hasSun: true,
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@@ -206,6 +206,7 @@ const versions = {
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cycleStyle: "cycleRandomly",
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cycleSpeed: 0.8,
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glyphEdgeCrop: 0.1,
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ditherMagnitude: 0,
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paletteEntries: [
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{ hsl: [0.39, 0.9, 0.0], at: 0.0 },
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{ hsl: [0.39, 1.0, 0.6], at: 0.5 },
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@@ -216,7 +217,7 @@ const versions = {
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cursorEffectThreshold: 0.8,
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renderer: "regl",
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bloomSize: 0,
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bloomStrength: 0,
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volumetric: true,
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forwardSpeed: 0,
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density: 3,
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@@ -292,10 +293,16 @@ export default (urlParams) => {
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const fontName = [validParams.font, version.font, defaults.font].find((name) => name in fonts);
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const font = fonts[fontName];
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return {
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const config = {
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...defaults,
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...version,
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...font,
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...validParams,
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};
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if (config.bloomSize <= 0) {
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config.bloomStrength = 0;
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}
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return config;
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};
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@@ -7,11 +7,13 @@ const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const bloomStrength = config.bloomStrength;
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const background = loadImage(regl, bgURL);
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const imagePassFrag = loadText("shaders/glsl/imagePass.frag.glsl");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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bloomStrength,
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backgroundTex: background.texture,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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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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const output = makePassFBO(regl, config.useHalfFloat);
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const palette = makePalette(regl, config.paletteEntries);
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const { backgroundColor, ditherMagnitude } = config;
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
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@@ -75,6 +75,7 @@ export default ({ regl, config }, inputs) => {
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uniforms: {
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backgroundColor,
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ditherMagnitude,
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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palette,
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@@ -10,7 +10,7 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, ditherMagnitude } = config;
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
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const render = regl({
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@@ -19,6 +19,7 @@ export default ({ regl, config }, inputs) => {
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uniforms: {
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backgroundColor,
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ditherMagnitude,
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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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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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, ditherMagnitude } = config;
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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// Expand and convert stripe colors into 1D texture data
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const stripeColors =
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@@ -50,6 +50,7 @@ export default ({ regl, config }, inputs) => {
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uniforms: {
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backgroundColor,
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ditherMagnitude,
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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stripes,
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@@ -15,16 +15,20 @@ import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePa
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// const makePyramidViews = (pyramid) => [pyramid.createView()];
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const makePyramid = (device, size, pyramidHeight) =>
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Array(pyramidHeight).fill().map((_, index) => makeComputeTarget(
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device,
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size.map(x => Math.floor(x * 2 ** -(index + 1)))
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));
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Array(pyramidHeight)
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.fill()
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.map((_, index) =>
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makeComputeTarget(
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device,
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size.map((x) => Math.floor(x * 2 ** -(index + 1)))
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)
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);
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const destroyPyramid = (pyramid) => pyramid?.forEach(texture => texture.destroy());
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const destroyPyramid = (pyramid) => pyramid?.forEach((texture) => texture.destroy());
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const makePyramidLevelView = (pyramid, level) => pyramid[level].createView();
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const makePyramidViews = (pyramid) => pyramid.map(tex => tex.createView());
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const makePyramidViews = (pyramid) => pyramid.map((tex) => tex.createView());
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// The bloom pass is basically an added blur of the rain pass's high-pass output.
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// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
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@@ -89,7 +93,7 @@ export default ({ config, device }) => {
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vBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [0, 1] });
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const combineUniforms = structs.from(combineShader.code).Config;
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combineBuffer = makeUniformBuffer(device, combineUniforms, { bloomStrength, pyramidHeight });
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combineBuffer = makeUniformBuffer(device, combineUniforms, { pyramidHeight });
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})();
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const build = (screenSize, inputs) => {
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@@ -1,4 +1,5 @@
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import { makeComputeTarget, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
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import { structs } from "../../lib/gpu-buffer.js";
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import { makeComputeTarget, makeUniformBuffer, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a loaded in image
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@@ -14,6 +15,7 @@ export default ({ config, device }) => {
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});
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let computePipeline;
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let configBuffer;
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let output;
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let screenSize;
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let backgroundTex;
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@@ -30,6 +32,9 @@ export default ({ config, device }) => {
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entryPoint: "computeMain",
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},
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});
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const configUniforms = structs.from(imageShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength: config.bloomStrength });
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})();
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const build = (size, inputs) => {
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@@ -37,6 +42,7 @@ export default ({ config, device }) => {
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output = makeComputeTarget(device, size);
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screenSize = size;
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computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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linearSampler,
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inputs.primary.createView(),
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inputs.bloom.createView(),
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@@ -102,7 +102,11 @@ export default ({ config, device, timeBuffer }) => {
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const paletteShaderUniforms = structs.from(paletteShader.code);
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const configUniforms = paletteShaderUniforms.Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: config.ditherMagnitude, backgroundColor: config.backgroundColor });
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configBuffer = makeUniformBuffer(device, configUniforms, {
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bloomStrength: config.bloomStrength,
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ditherMagnitude: config.ditherMagnitude,
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backgroundColor: config.backgroundColor,
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});
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const paletteUniforms = paletteShaderUniforms.Palette;
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paletteBuffer = makePalette(device, paletteUniforms, config.paletteEntries);
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@@ -36,7 +36,11 @@ export default ({ config, device, timeBuffer }) => {
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});
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const configUniforms = structs.from(resurrectionShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: config.ditherMagnitude, backgroundColor: config.backgroundColor });
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configBuffer = makeUniformBuffer(device, configUniforms, {
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bloomStrength: config.bloomStrength,
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ditherMagnitude: config.ditherMagnitude,
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backgroundColor: config.backgroundColor,
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});
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})();
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const build = (size, inputs) => {
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@@ -73,7 +73,11 @@ export default ({ config, device, timeBuffer }) => {
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});
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const configUniforms = structs.from(stripeShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: config.ditherMagnitude, backgroundColor: config.backgroundColor });
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configBuffer = makeUniformBuffer(device, configUniforms, {
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bloomStrength: config.bloomStrength,
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ditherMagnitude: config.ditherMagnitude,
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backgroundColor: config.backgroundColor,
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});
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})();
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const build = (size, inputs) => {
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@@ -24,6 +24,7 @@ const loadTexture = async (device, url) => {
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const loadTexture = async (device, url) => {
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const image = new Image();
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image.crossOrigin = "Anonymous";
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image.src = url;
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await image.decode();
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const { width, height } = image;
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@@ -2,13 +2,20 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D backgroundTex;
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uniform float bloomStrength;
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varying vec2 vUV;
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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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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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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float brightness = pow(getBrightness(vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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@@ -4,6 +4,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D palette;
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uniform float bloomStrength;
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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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@@ -15,8 +16,14 @@ highp float rand( const in vec2 uv, const in float t ) {
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return fract(sin(sn) * c + t);
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}
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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vec4 brightnessRGB = getBrightness(vUV);
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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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@@ -3,6 +3,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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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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@@ -38,7 +39,7 @@ void main() {
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// Mix the texture and bloom based on distance from center,
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// to approximate a lens blur
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vec3 brightness = mix(
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texture2D( bloomTex, vUV ).rgb,
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texture2D( bloomTex, vUV ).rgb * bloomStrength,
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texture2D( tex, vUV ).rgb,
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(0.7 - length(vUV - 0.5))
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) * 1.25;
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@@ -3,6 +3,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float time;
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@@ -15,10 +16,16 @@ highp float rand( const in vec2 uv, const in float t ) {
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return fract(sin(sn) * c + t);
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}
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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// Combine the texture and bloom
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float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
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float brightness = getBrightness(vUV).r;
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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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@@ -1,5 +1,4 @@
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struct Config {
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bloomStrength : f32;
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pyramidHeight : f32;
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};
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@@ -63,5 +62,5 @@ struct ComputeInput {
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sum = sum + textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight;
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}
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textureStore(outputTex, coord, sum * config.bloomStrength);
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textureStore(outputTex, coord, sum);
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}
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@@ -1,13 +1,24 @@
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[[group(0), binding(0)]] var linearSampler : sampler;
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[[group(0), binding(1)]] var tex : texture_2d<f32>;
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[[group(0), binding(2)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(3)]] var backgroundTex : texture_2d<f32>;
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[[group(0), binding(4)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct Config {
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bloomStrength : f32;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var linearSampler : sampler;
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[[group(0), binding(2)]] var tex : texture_2d<f32>;
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[[group(0), binding(3)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(4)]] var backgroundTex : texture_2d<f32>;
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[[group(0), binding(5)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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@@ -23,8 +34,7 @@ struct ComputeInput {
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var bgColor = textureSampleLevel( backgroundTex, linearSampler, uv, 0.0 ).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
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brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
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var brightness = getBrightness(uv).r;
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brightness = pow(brightness, 1.5);
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textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
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@@ -1,4 +1,5 @@
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struct Config {
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bloomStrength : f32;
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ditherMagnitude : f32;
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backgroundColor : vec3<f32>;
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};
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@@ -35,6 +36,11 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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return fract(sin(sn) * c);
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}
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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@@ -48,7 +54,7 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var brightnessRGB = textureSampleLevel( tex, linearSampler, uv, 0.0 ) + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 );
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var brightnessRGB = getBrightness(uv);
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// Combine the texture and bloom
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var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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@@ -1,4 +1,5 @@
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struct Config {
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bloomStrength : f32;
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ditherMagnitude : f32;
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backgroundColor : vec3<f32>;
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};
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@@ -71,7 +72,7 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
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// to approximate a lens blur
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var brightness = mix(
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textureSampleLevel( tex, linearSampler, uv, 0.0 ).rgb,
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textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).rgb,
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textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).rgb * config.bloomStrength,
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(0.7 - length(uv - 0.5))
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) * 1.25;
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|
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@@ -1,4 +1,5 @@
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struct Config {
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bloomStrength : f32;
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ditherMagnitude : f32;
|
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backgroundColor : vec3<f32>;
|
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};
|
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@@ -31,6 +32,12 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
|
||||
var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
|
||||
var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
|
||||
return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
|
||||
}
|
||||
|
||||
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
|
||||
|
||||
// Resolve the invocation ID to a texel coordinate
|
||||
@@ -45,9 +52,7 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
|
||||
|
||||
var color = textureSampleLevel( stripeTexture, linearSampler, uv, 0.0 ).rgb;
|
||||
|
||||
// Combine the texture and bloom
|
||||
var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
|
||||
brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
|
||||
var brightness = getBrightness(uv).r;
|
||||
|
||||
// Dither: subtract a random value from the brightness
|
||||
brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
|
||||
|
||||
Reference in New Issue
Block a user