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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
A couple changes on the REGL side that missed the boat
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@@ -202,7 +202,7 @@ export default ({ regl, config, lkg }) => {
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{
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{
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primary: output,
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primary: output,
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},
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},
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Promise.all([msdf.loaded, rainPassShine.loaded, rainPassVert.loaded, rainPassFrag.loaded]),
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Promise.all([msdf.loaded, rainPassShine.loaded, rainPassSymbol.loaded, rainPassVert.loaded, rainPassFrag.loaded]),
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(w, h) => {
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(w, h) => {
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output.resize(w, h);
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output.resize(w, h);
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const aspectRatio = w / h;
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const aspectRatio = w / h;
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@@ -1,59 +0,0 @@
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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 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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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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// 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 * 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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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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// Calculate a hue based on distance from center
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float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
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// Convert HSL to RGB
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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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// Calculate a separate RGB for upward-flowing glyphs
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vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
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gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
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}
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@@ -16,7 +16,7 @@ struct Config {
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brightnessDecay : f32,
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brightnessDecay : f32,
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baseBrightness : f32,
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baseBrightness : f32,
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baseContrast : f32,
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baseContrast : f32,
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cursorEffectThreshold : f32,
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cursorBrightness : f32,
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cycleSpeed : f32,
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cycleSpeed : f32,
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cycleFrameSkip : i32,
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cycleFrameSkip : i32,
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fallSpeed : f32,
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fallSpeed : f32,
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@@ -209,7 +209,7 @@ fn applyRippleEffect(effect : f32, simTime : f32, screenPos : vec2<f32>) -> f32
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}
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}
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fn applyCursorEffect(effect : f32, brightness : f32) -> f32 {
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fn applyCursorEffect(effect : f32, brightness : f32) -> f32 {
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if (brightness >= config.cursorEffectThreshold) {
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if (brightness >= config.cursorBrightness) {
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return 1.0;
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return 1.0;
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}
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}
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return effect;
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return effect;
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@@ -1,91 +0,0 @@
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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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struct Time {
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seconds : f32,
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frames : i32,
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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<uniform> time : Time;
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@group(0) @binding(2) var linearSampler : sampler;
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@group(0) @binding(3) var tex : texture_2d<f32>;
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@group(0) @binding(4) var bloomTex : 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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const PI : f32 = 3.14159265359;
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a, b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn rgbComponent(p : f32, q : f32, t : f32) -> f32 {
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var t2 = t;
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if (t2 < 0.0) { t2 += 1.0; }
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if (t2 > 1.0) { t2 -= 1.0; }
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if (t2 < 1.0 / 6.0) { return p + (q - p) * 6.0 * t2; }
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if (t2 < 1.0 / 2.0) { return q; }
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if (t2 < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t2) * 6.0; }
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return p;
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}
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fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
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var q : f32;
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if (l < 0.5) {
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q = l * (1. + s);
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} else {
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q = l + s - l * s;
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}
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var p = 2.0 * l - q;
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return vec3<f32>(
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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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@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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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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if (coord.x >= screenSize.x) {
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return;
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}
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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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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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 * config.bloomStrength,
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(0.7 - length(uv - 0.5))
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) * 1.25;
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// Dither: subtract a random value from the brightness
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brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
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// Calculate a hue based on distance from center
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var hue = 0.35 + (length(vec2<f32>(uv.x, 1.0 - uv.y) - vec2<f32>(0.5, 1.0)) * -0.4 + 0.2);
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// Convert HSL to RGB
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var rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3<f32>(0.8, 1.0, 0.7);
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// Calculate a separate RGB for upward-flowing glyphs
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var resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
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textureStore(outputTex, coord, vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0));
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}
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