Figured out how to make the nightmare matrix code slanted.

This commit is contained in:
Rezmason
2018-09-11 21:11:01 -07:00
parent f303051b1d
commit 99916efbf1
2 changed files with 23 additions and 12 deletions

View File

@@ -6,7 +6,8 @@ const makeMatrixRenderer = (renderer, texture, {
numGlyphColumns,
hasThunder,
hasSun,
isPolar
isPolar,
isSlanted
}) => {
const matrixRenderer = {};
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
@@ -75,9 +76,9 @@ const glyphVariable = gpuCompute.addVariable(
#ifdef hasThunder
vec2 distVec = (gl_FragCoord.xy / resolution.xy - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
float thunder = (blast(sin(SQRT_5 * simTime * 2.0), 10.0) + blast(sin(SQRT_2 * simTime * 2.0), 10.0));
thunder *= 20.0 * (1.0 - 1.5 * length(distVec));
thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
newBrightness *= max(0.0, thunder) * 0.4 + 0.6;
newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
if (newBrightness > brightness) {
brightness = newBrightness;
@@ -179,6 +180,12 @@ const glyphVariable = gpuCompute.addVariable(
float radius = length(diff);
float angle = atan(diff.y, diff.x) + PI;
vec2 uv = vec2(angle / PI, 1.0 - pow(radius * 0.75, 0.6));
#elif isSlanted
float angle = PI * 0.125;
vec2 rotation = vec2(cos(angle), sin(angle));
vec2 uv = vec2(
(vUV.x - 0.5) * rotation.x + (vUV.y - 0.5) * rotation.y,
(vUV.y - 0.5) * rotation.x - (vUV.x - 0.5) * rotation.y) * 0.75 + 0.5;
#else
vec2 uv = vUV;
#endif
@@ -212,6 +219,10 @@ const glyphVariable = gpuCompute.addVariable(
mesh.material.defines.isPolar = 1.0;
}
if (isSlanted) {
mesh.material.defines.isSlanted = 1.0;
}
// mesh.material = new THREE.MeshBasicMaterial({map: glyphRTT});
scene.add( mesh );