mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 22:29:28 -07:00
Rearranging the shaders and scripts to hopefully make the project easier to work on
This commit is contained in:
24
shaders/glsl/blur.frag.glsl
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24
shaders/glsl/blur.frag.glsl
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precision mediump float;
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uniform float width, height;
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uniform sampler2D tex;
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uniform vec2 direction;
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varying vec2 vUV;
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void main() {
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vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
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gl_FragColor =
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texture2D(tex, vUV) * 0.442 +
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(
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texture2D(tex, vUV + direction / max(width, height) * size) +
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texture2D(tex, vUV - direction / max(width, height) * size)
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) * 0.279;
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// gl_FragColor =
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// texture2D(tex, vUV) * 0.38774 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
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// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
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// ) * 0.24477 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size) +
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// texture2D(tex, vUV - direction / max(width, height) * size)
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// ) * 0.06136;
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}
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11
shaders/glsl/highPass.frag.glsl
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11
shaders/glsl/highPass.frag.glsl
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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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vec4 color = texture2D(tex, vUV);
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if (color.r < highPassThreshold) color.r = 0.0;
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if (color.g < highPassThreshold) color.g = 0.0;
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if (color.b < highPassThreshold) color.b = 0.0;
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gl_FragColor = color;
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}
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14
shaders/glsl/imagePass.frag.glsl
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14
shaders/glsl/imagePass.frag.glsl
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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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varying vec2 vUV;
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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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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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29
shaders/glsl/palettePass.frag.glsl
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29
shaders/glsl/palettePass.frag.glsl
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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 sampler2D palette;
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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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void main() {
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, 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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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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// Map the brightness to a position in the palette texture
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gl_FragColor = texture2D( palette, vec2(brightness, 0.0)) + vec4(backgroundColor, 0.0);
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}
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196
shaders/glsl/rainPass.compute.frag.glsl
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196
shaders/glsl/rainPass.compute.frag.glsl
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precision highp float;
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// This shader is the star of the show. For each glyph, it determines its:
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// R: brightness
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// G: progress through the glyph sequence
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// B: depth, aka distance from the screen
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// A: additional brightness for effects
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// Listen.
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// I understand if this shader looks confusing. Please don't be discouraged!
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// It's just a handful of sine and fract functions. Try commenting parts out to learn
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// how the different steps combine to produce the result. And feel free to reach out. -RM
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#define PI 3.14159265359
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousState;
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uniform float numColumns, numRows;
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uniform float time, tick, cycleFrameSkip;
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uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform bool hasSun, hasThunder;
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uniform bool showComputationTexture;
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uniform float brightnessOverride, brightnessThreshold, brightnessDecay;
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uniform float raindropLength, glyphHeightToWidth;
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uniform int cycleStyle, rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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uniform float cursorEffectThreshold;
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// Helper functions for generating randomness, borrowed from elsewhere
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highp float randomFloat( 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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vec2 randomVec2( const in vec2 uv ) {
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return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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float wobble(float x) {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Core functions
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// Rain time is the shader's key underlying concept.
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// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
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float getRainTime(float simTime, vec2 glyphPos) {
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float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
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float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
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// columnSpeedOffset = 0.; // TODO: loop
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float getBrightness(float rainTime) {
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float value = 1. - fract(wobble(rainTime));
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// value = 1. - fract(rainTime); // TODO: loop
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return log(value * 1.25) * 3.;
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}
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float getCycleSpeed(float rainTime, float brightness) {
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float localCycleSpeed = 0.;
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if (cycleStyle == 0 && brightness > 0.) {
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localCycleSpeed = pow(1. - brightness, 4.);
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} else if (cycleStyle == 1) {
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localCycleSpeed = fract(rainTime);
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}
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return animationSpeed * cycleSpeed * localCycleSpeed;
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}
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// Additional effects
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float applySunShowerBrightness(float brightness, vec2 screenPos) {
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if (brightness >= -4.) {
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brightness = pow(fract(brightness * 0.5), 3.) * screenPos.y * 1.5;
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}
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return brightness;
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}
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float applyThunderBrightness(float brightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1. - fract(wobble(simTime));
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// thunder = 1. - fract(simTime + 0.3); // TODO: loop
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return brightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return effect;
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}
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float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // TODO: loop
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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// offset = vec2(0.); // TODO: loop
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vec2 ripplePos = screenPos * 2. - 1. + offset;
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float rippleDistance;
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if (rippleType == 0) {
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vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
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rippleDistance = max(boxDistance.x, boxDistance.y);
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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effect += 0.75;
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}
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return effect;
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}
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float applyCursorEffect(float effect, float brightness) {
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if (brightness >= cursorEffectThreshold) {
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effect = 1.;
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}
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return effect;
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}
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// Main function
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vec4 computeResult(bool isFirstFrame, vec4 previousResult, vec2 glyphPos, vec2 screenPos) {
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// Determine the glyph's local time.
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float simTime = time * animationSpeed;
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float rainTime = getRainTime(simTime, glyphPos);
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// Rain time is the backbone of this effect.
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// Determine the glyph's brightness.
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float previousBrightness = previousResult.r;
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float brightness = getBrightness(rainTime);
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if (hasSun) {
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brightness = applySunShowerBrightness(brightness, screenPos);
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}
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if (hasThunder) {
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brightness = applyThunderBrightness(brightness, simTime, screenPos);
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}
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// Determine the glyph's cycle— the percent this glyph has progressed through the glyph sequence
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float previousCycle = previousResult.g;
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bool resetGlyph = isFirstFrame; // || previousBrightness <= 0.; // TODO: loop
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if (resetGlyph) {
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previousCycle = showComputationTexture ? 0. : randomFloat(screenPos);
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}
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float localCycleSpeed = getCycleSpeed(rainTime, brightness);
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float cycle = previousCycle;
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if (mod(tick, cycleFrameSkip) == 0.) {
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cycle = fract(previousCycle + 0.005 * localCycleSpeed * cycleFrameSkip);
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}
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// Determine the glyph's effect— the amount the glyph lights up for other reasons
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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effect = applyCursorEffect(effect, brightness); // The bright glyphs at the "bottom" of raindrops
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold) {
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brightness = brightnessOverride;
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}
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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// Determine the glyph depth. This is a static value for each column.
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float depth = randomFloat(vec2(screenPos.x, 0.));
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vec4 result = vec4(brightness, cycle, depth, effect);
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// Better use of the blue channel, for demonstrating how the glyph cycle works
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if (showComputationTexture) {
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result.b = min(1., localCycleSpeed);
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}
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return result;
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}
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void main() {
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bool isFirstFrame = tick <= 1.;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec4 previousResult = texture2D( previousState, screenPos );
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gl_FragColor = computeResult(isFirstFrame, previousResult, glyphPos, screenPos);
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}
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88
shaders/glsl/rainPass.frag.glsl
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88
shaders/glsl/rainPass.frag.glsl
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@@ -0,0 +1,88 @@
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#define PI 3.14159265359
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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precision lowp float;
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uniform sampler2D state;
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uniform float numColumns, numRows;
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uniform sampler2D glyphTex;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns, glyphEdgeCrop;
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uniform vec2 slantVec;
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uniform float slantScale;
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uniform bool isPolar;
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uniform bool showComputationTexture;
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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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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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float getSymbolIndex(float glyphCycle) {
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
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return symbolY * glyphTextureColumns + symbolX;
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}
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void main() {
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vec2 uv = vUV;
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// In normal mode, derives the current glyph and UV from vUV
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if (!volumetric) {
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if (isPolar) {
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// Curved space that makes letters appear to radiate from up above
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uv -= 0.5;
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uv *= 0.5;
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uv.y -= 0.5;
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float radius = length(uv);
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
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uv = vec2(fract(angle * 4. - 0.5), 1.5 * (1. - sqrt(radius)));
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} else {
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// Applies the slant and scales space so the viewport is fully covered
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uv = vec2(
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(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
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(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
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) * slantScale + 0.5;
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}
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uv.y /= glyphHeightToWidth;
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}
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// Unpack the values from the data texture
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vec4 glyph = volumetric ? vGlyph : texture2D(state, uv);
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float brightness = glyph.r;
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float symbolIndex = getSymbolIndex(glyph.g);
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float quadDepth = glyph.b;
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float effect = glyph.a;
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brightness = max(effect, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric) {
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brightness = brightness * min(1.0, quadDepth);
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}
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// resolve UV to position of glyph in MSDF texture
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vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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glyphUV -= 0.5;
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV += 0.5;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
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// MSDF: calculate brightness of fragment based on distance to shape
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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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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if (showComputationTexture) {
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gl_FragColor = vec4(glyph.rgb * alpha, 1.0);
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} else {
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
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}
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}
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55
shaders/glsl/rainPass.vert.glsl
Normal file
55
shaders/glsl/rainPass.vert.glsl
Normal file
@@ -0,0 +1,55 @@
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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 state;
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||||
uniform float density;
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||||
uniform vec2 quadSize;
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uniform float glyphHeightToWidth, glyphVerticalSpacing;
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uniform mat4 camera, transform;
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uniform vec2 screenSize;
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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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||||
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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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||||
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vUV = (aPosition + aCorner) * quadSize;
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vGlyph = texture2D(state, aPosition * quadSize);
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// Calculate the world space position
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||||
float quadDepth = 0.0;
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if (volumetric && !showComputationTexture) {
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quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
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||||
vGlyph.b = quadDepth;
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||||
}
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vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
|
||||
|
||||
// "Resurrected" columns are in the green channel,
|
||||
// and are vertically flipped (along with their glyphs)
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vChannel = vec3(1.0, 0.0, 0.0);
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if (volumetric && 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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||||
|
||||
// Convert the world space position to screen space
|
||||
if (volumetric) {
|
||||
pos.x /= glyphHeightToWidth;
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||||
pos = camera * transform * pos;
|
||||
} else {
|
||||
pos.xy *= screenSize;
|
||||
}
|
||||
|
||||
gl_Position = pos;
|
||||
}
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||||
58
shaders/glsl/resurrectionPass.frag.glsl
Normal file
58
shaders/glsl/resurrectionPass.frag.glsl
Normal file
@@ -0,0 +1,58 @@
|
||||
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() {
|
||||
|
||||
// Mix the texture and bloom based on distance from center,
|
||||
// to approximate a lens blur
|
||||
vec3 brightness = mix(
|
||||
texture2D( bloomTex, vUV ).rgb,
|
||||
texture2D( tex, vUV ).rgb,
|
||||
(0.7 - length(vUV - 0.5))
|
||||
) * 1.25;
|
||||
|
||||
// Dither: subtract a random value from the brightness
|
||||
brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
|
||||
// Calculate a hue based on distance from center
|
||||
float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
|
||||
|
||||
// Convert HSL to RGB
|
||||
vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
|
||||
|
||||
// Calculate a separate RGB for upward-flowing glyphs
|
||||
vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
|
||||
gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
|
||||
}
|
||||
27
shaders/glsl/stripePass.frag.glsl
Normal file
27
shaders/glsl/stripePass.frag.glsl
Normal file
@@ -0,0 +1,27 @@
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D stripes;
|
||||
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);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = texture2D(stripes, vUV).rgb;
|
||||
// Combine the texture and bloom
|
||||
float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
|
||||
|
||||
// Dither: subtract a random value from the brightness
|
||||
brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
|
||||
gl_FragColor = vec4(color * brightness + backgroundColor, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user