mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Cleaned up config by moving its responsibilities into the passes
This commit is contained in:
33
TODO.txt
33
TODO.txt
@@ -1,34 +1,11 @@
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TODO:
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Clean up config.js
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Too many responsibilities
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Pass-specific properties should be made into uniforms in the passes
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Deja vu effect: flashing rows
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Make them flash all the time
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Then use a thunder-like pattern to show and hide the flash
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Reach out to someone about producing sounds
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Sounds
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Raindrop sound
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https://youtu.be/bPhu01wpf0k?t=34
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https://youtu.be/Yt2-h13XK7Y?t=33
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Deja vu sound
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https://youtu.be/XfEuxRDYiyc?t=17
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Square sound
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https://youtu.be/ngnlBZNuVb8?t=204
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https://youtu.be/-al0i3zSyj0?t=68
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https://youtu.be/d8My5jIaXoY?t=191
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Neo flying, apparently
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https://youtu.be/gZzTVJ-NLYQ?t=230
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ripple sound
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And some kind of ambient sound that they play over
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Much later:
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Deluxe compute variables
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Flashing row effect
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Neo flying
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Staticky julia set looking silhouette
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More patterns?
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Symbol duplication is common
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Also interesting:
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The Matrix code for the Zion Control construct is sparser, slower, bluer, and annotated
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https://www.youtube.com/watch?v=Jt5z3OEjDzU
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@@ -1,4 +1,10 @@
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import { makePassFBO, makePyramid, resizePyramid, makePass } from "./utils.js";
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import {
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extractEntries,
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makePassFBO,
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makePyramid,
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resizePyramid,
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makePass
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} from "./utils.js";
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// The bloom pass is basically an added high-pass blur.
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@@ -10,7 +16,14 @@ const levelStrengths = Array(pyramidHeight)
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)
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.reverse();
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export default (regl, { bloomSize }, input) => {
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export default (regl, config, input) => {
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const uniforms = extractEntries(config, [
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"bloomRadius",
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"bloomSize",
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"bloomStrength",
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"highPassThreshold"
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]);
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const highPassPyramid = makePyramid(regl, pyramidHeight);
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const hBlurPyramid = makePyramid(regl, pyramidHeight);
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const vBlurPyramid = makePyramid(regl, pyramidHeight);
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@@ -34,6 +47,7 @@ export default (regl, { bloomSize }, input) => {
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}
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`,
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uniforms: {
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...uniforms,
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tex: regl.prop("tex")
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},
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framebuffer: regl.prop("fbo")
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@@ -45,10 +59,10 @@ export default (regl, { bloomSize }, input) => {
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const blur = regl({
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frag: `
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precision mediump float;
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varying vec2 vUV;
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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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uniform float width, height;
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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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@@ -60,6 +74,7 @@ export default (regl, { bloomSize }, input) => {
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}
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`,
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uniforms: {
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...uniforms,
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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height: regl.context("viewportWidth"),
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@@ -90,6 +105,7 @@ export default (regl, { bloomSize }, input) => {
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}
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`,
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uniforms: {
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...uniforms,
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tex: input,
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...Object.fromEntries(
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vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])
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@@ -98,8 +114,6 @@ export default (regl, { bloomSize }, input) => {
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framebuffer: output
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});
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const scale = bloomSize;
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return makePass(
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output,
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() => {
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@@ -114,9 +128,9 @@ export default (regl, { bloomSize }, input) => {
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},
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, scale);
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resizePyramid(hBlurPyramid, w, h, scale);
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resizePyramid(vBlurPyramid, w, h, scale);
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resizePyramid(highPassPyramid, w, h, config.bloomSize);
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resizePyramid(hBlurPyramid, w, h, config.bloomSize);
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resizePyramid(vBlurPyramid, w, h, config.bloomSize);
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output.resize(w, h);
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}
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);
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196
js/config.js
196
js/config.js
@@ -17,8 +17,10 @@ const fonts = {
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};
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const defaults = {
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animationSpeed: 1,
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bloomRadius: 0.5,
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bloomStrength: 1,
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bloomSize: 0.5,
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highPassThreshold: 0.3,
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cycleSpeed: 1,
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cycleStyleName: "cycleFasterWhenDimmed",
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@@ -107,7 +109,7 @@ const versions = {
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{ rgb: [1.0, 1.0, 0.9], at: 1.0 }
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],
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raindropLength: 0.6,
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slant: 360 / 16
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slant: (22.5 * Math.PI) / 180
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},
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paradise: {
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...defaults,
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@@ -136,146 +138,56 @@ const versions = {
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versions.throwback = versions.operator;
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versions["1999"] = versions.classic;
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export default (searchString, make1DTexture) => {
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const urlParams = new URLSearchParams(searchString);
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const getParam = (keyOrKeys, defaultValue) => {
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if (Array.isArray(keyOrKeys)) {
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const keys = keyOrKeys;
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const key = keys.find(key => urlParams.has(key));
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return key != null ? urlParams.get(key) : defaultValue;
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} else {
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const key = keyOrKeys;
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return urlParams.has(key) ? urlParams.get(key) : defaultValue;
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}
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};
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const range = (f, min = -Infinity, max = Infinity) =>
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Math.max(min, Math.min(max, f));
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const nullNaN = f => (isNaN(f) ? null : f);
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const versionName = getParam("version", "classic");
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const version =
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versions[versionName] == null ? versions.classic : versions[versionName];
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const config = { ...version };
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config.animationSpeed = parseFloat(getParam("animationSpeed", 1));
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config.fallSpeed *= parseFloat(getParam("fallSpeed", 1));
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config.cycleSpeed *= parseFloat(getParam("cycleSpeed", 1));
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config.numColumns = parseInt(getParam("width", config.numColumns));
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config.raindropLength = parseFloat(
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getParam(["raindropLength", "dropLength"], config.raindropLength)
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);
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config.glyphSequenceLength = config.glyphSequenceLength;
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config.slant =
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(parseFloat(getParam(["slant", "angle"], config.slant)) * Math.PI) / 180;
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config.slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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config.slantScale =
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1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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config.glyphEdgeCrop = parseFloat(getParam("encroach", config.glyphEdgeCrop));
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config.glyphHeightToWidth = parseFloat(
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getParam("stretch", config.glyphHeightToWidth)
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);
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config.cursorEffectThreshold = getParam(
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"cursorEffectThreshold",
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config.cursorEffectThreshold
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);
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config.bloomSize = Math.max(
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0.01,
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Math.min(1, parseFloat(getParam("bloomSize", 0.5)))
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);
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config.effect = getParam("effect", "plain");
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config.bgURL = getParam(
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"url",
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"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg"
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);
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config.customStripes = getParam(
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"colors",
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"0.4,0.15,0.1,0.4,0.15,0.1,0.8,0.8,0.6,0.8,0.8,0.6,1.0,0.7,0.8,1.0,0.7,0.8,"
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)
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.split(",")
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.map(parseFloat);
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config.showComputationTexture = config.effect === "none";
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switch (config.cycleStyleName) {
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case "cycleFasterWhenDimmed":
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config.cycleStyle = 0;
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break;
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case "cycleRandomly":
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default:
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config.cycleStyle = 1;
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break;
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}
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switch (config.rippleTypeName) {
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case "box":
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config.rippleType = 0;
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break;
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case "circle":
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config.rippleType = 1;
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break;
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default:
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config.rippleType = -1;
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}
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const PALETTE_SIZE = 2048;
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const paletteColors = Array(PALETTE_SIZE);
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const sortedEntries = version.paletteEntries
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map(entry => ({
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rgb: entry.rgb,
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arrayIndex: Math.floor(
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Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)
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)
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}));
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sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
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sortedEntries.push({
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rgb: sortedEntries[sortedEntries.length - 1].rgb,
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arrayIndex: PALETTE_SIZE - 1
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});
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sortedEntries.forEach((entry, index) => {
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paletteColors[entry.arrayIndex] = entry.rgb.slice();
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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const ratio = i / diff;
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paletteColors[entry.arrayIndex + i] = [
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entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
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entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
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entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio
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];
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}
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}
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});
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config.palette = make1DTexture(paletteColors.flat().map(i => i * 0xff));
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let stripeColors = [0, 0, 0];
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if (config.effect === "pride") {
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config.effect = "stripes";
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config.stripeColors = [
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[1, 0, 0],
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[1, 0.5, 0],
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[1, 1, 0],
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[0, 1, 0],
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[0, 0, 1],
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[0.8, 0, 1]
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].flat();
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}
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if (config.effect === "customStripes" || config.effect === "stripes") {
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config.effect = "stripes";
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const numStripeColors = Math.floor(config.stripeColors.length / 3);
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stripeColors = config.stripeColors.slice(0, numStripeColors * 3);
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}
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config.stripes = make1DTexture(stripeColors.map(f => Math.floor(f * 0xff)));
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const uniforms = Object.fromEntries(
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Object.entries(config).filter(([key, value]) => {
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const type = typeof (Array.isArray(value) ? value[0] : value);
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return type !== "string" && type !== "object";
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})
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);
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return [config, uniforms];
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const paramMapping = {
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version: { key: "version", parser: s => s },
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effect: { key: "effect", parser: s => s },
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width: { key: "numColumns", parser: s => nullNaN(parseInt(s)) },
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animationSpeed: {
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key: "animationSpeed",
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parser: s => nullNaN(parseFloat(s))
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},
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cycleSpeed: { key: "cycleSpeed", parser: s => nullNaN(parseFloat(s)) },
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fallSpeed: { key: "fallSpeed", parser: s => nullNaN(parseFloat(s)) },
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raindropLength: {
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key: "raindropLength",
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parser: s => nullNaN(parseFloat(s))
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},
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slant: {
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key: "slant",
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parser: s => nullNaN((parseFloat(s) * Math.PI) / 180)
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},
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bloomSize: {
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key: "bloomSize",
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parser: s => nullNaN(range(parseFloat(s), 0.01, 1))
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},
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url: { key: "bgURL", parser: s => s },
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colors: { key: "stripeColors", parser: s => s }
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};
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paramMapping.dropLength = paramMapping.raindropLength;
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paramMapping.angle = paramMapping.slant;
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export default (searchString, make1DTexture) => {
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const urlParams = Object.fromEntries(
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Array.from(new URLSearchParams(searchString).entries())
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.filter(([key]) => key in paramMapping)
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.map(([key, value]) => [
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paramMapping[key].key,
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paramMapping[key].parser(value)
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])
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.filter(([_, value]) => value != null)
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);
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const version =
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urlParams.version in versions
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? versions[urlParams.version]
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: versions.classic;
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return {
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...version,
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...urlParams
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};
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};
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@@ -1,7 +1,11 @@
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import { loadImage, makePassFBO, makePass } from "./utils.js";
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export default (regl, { bgURL }, input) => {
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const defaultBGURL =
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"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg";
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export default (regl, config, input) => {
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const output = makePassFBO(regl);
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const bgLoader = loadImage(regl, bgURL);
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return makePass(
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output,
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13
js/main.js
13
js/main.js
@@ -1,4 +1,4 @@
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import { makeFullScreenQuad, make1DTexture, makePipeline } from "./utils.js";
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import { makeFullScreenQuad, makePipeline } from "./utils.js";
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import makeConfig from "./config.js";
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import makeMatrixRenderer from "./renderer.js";
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import makeBloomPass from "./bloomPass.js";
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@@ -26,13 +26,13 @@ const regl = createREGL({
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const effects = {
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none: null,
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plain: makePalettePass,
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customStripes: makeStripePass,
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stripes: makeStripePass,
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pride: makeStripePass,
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image: makeImagePass
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};
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const [config, uniforms] = makeConfig(window.location.search, data =>
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make1DTexture(regl, data)
|
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);
|
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const config = makeConfig(window.location.search);
|
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const effect = config.effect in effects ? config.effect : "plain";
|
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|
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const resize = () => {
|
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@@ -44,7 +44,7 @@ resize();
|
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document.body.onload = async () => {
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// All this takes place in a full screen quad.
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const fullScreenQuad = makeFullScreenQuad(regl, uniforms);
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const fullScreenQuad = makeFullScreenQuad(regl);
|
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const pipeline = makePipeline(
|
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[
|
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makeMatrixRenderer,
|
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@@ -61,7 +61,8 @@ document.body.onload = async () => {
|
||||
}
|
||||
});
|
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await Promise.all(pipeline.map(({ ready }) => ready));
|
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regl.frame(({ viewportWidth, viewportHeight }) => {
|
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const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
|
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// tick.cancel();
|
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pipeline.forEach(({ resize }) => resize(viewportWidth, viewportHeight));
|
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fullScreenQuad(() => {
|
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pipeline.forEach(({ render }) => render());
|
||||
|
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@@ -1,4 +1,4 @@
|
||||
import { makePassFBO, makePass } from "./utils.js";
|
||||
import { make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
// The rendered texture's values are mapped to colors in a palette texture.
|
||||
// A little noise is introduced, to hide the banding that appears
|
||||
@@ -6,8 +6,43 @@ import { makePassFBO, makePass } from "./utils.js";
|
||||
// won't persist across subsequent frames. This is a safe trick
|
||||
// in screen space.
|
||||
|
||||
export default (regl, {}, input) => {
|
||||
export default (regl, config, input) => {
|
||||
const output = makePassFBO(regl);
|
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|
||||
const PALETTE_SIZE = 2048;
|
||||
const paletteColors = Array(PALETTE_SIZE);
|
||||
const sortedEntries = config.paletteEntries
|
||||
.slice()
|
||||
.sort((e1, e2) => e1.at - e2.at)
|
||||
.map(entry => ({
|
||||
rgb: entry.rgb,
|
||||
arrayIndex: Math.floor(
|
||||
Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)
|
||||
)
|
||||
}));
|
||||
sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
|
||||
sortedEntries.push({
|
||||
rgb: sortedEntries[sortedEntries.length - 1].rgb,
|
||||
arrayIndex: PALETTE_SIZE - 1
|
||||
});
|
||||
sortedEntries.forEach((entry, index) => {
|
||||
paletteColors[entry.arrayIndex] = entry.rgb.slice();
|
||||
if (index + 1 < sortedEntries.length) {
|
||||
const nextEntry = sortedEntries[index + 1];
|
||||
const diff = nextEntry.arrayIndex - entry.arrayIndex;
|
||||
for (let i = 0; i < diff; i++) {
|
||||
const ratio = i / diff;
|
||||
paletteColors[entry.arrayIndex + i] = [
|
||||
entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
|
||||
entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
|
||||
entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio
|
||||
];
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
const palette = make1DTexture(regl, paletteColors.flat().map(i => i * 0xff));
|
||||
|
||||
return makePass(
|
||||
output,
|
||||
regl({
|
||||
@@ -35,6 +70,7 @@ export default (regl, {}, input) => {
|
||||
|
||||
uniforms: {
|
||||
tex: input,
|
||||
palette,
|
||||
ditherMagnitude: 0.05
|
||||
},
|
||||
framebuffer: output
|
||||
|
||||
105
js/renderer.js
105
js/renderer.js
@@ -1,4 +1,20 @@
|
||||
import { loadImage, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js";
|
||||
import {
|
||||
extractEntries,
|
||||
loadImage,
|
||||
makePassFBO,
|
||||
makeDoubleBuffer,
|
||||
makePass
|
||||
} from "./utils.js";
|
||||
|
||||
const rippleTypes = {
|
||||
box: 0,
|
||||
circle: 1
|
||||
};
|
||||
|
||||
const cycleStyles = {
|
||||
cycleFasterWhenDimmed: 0,
|
||||
cycleRandomly: 1
|
||||
};
|
||||
|
||||
export default (regl, config) => {
|
||||
// These two framebuffers are used to compute the raining code.
|
||||
@@ -16,6 +32,47 @@ export default (regl, config) => {
|
||||
|
||||
const output = makePassFBO(regl);
|
||||
|
||||
const uniforms = extractEntries(config, [
|
||||
// rain general
|
||||
"glyphHeightToWidth",
|
||||
"glyphTextureColumns",
|
||||
"numColumns",
|
||||
// rain update
|
||||
"animationSpeed",
|
||||
"brightnessMinimum",
|
||||
"brightnessMix",
|
||||
"brightnessMultiplier",
|
||||
"brightnessOffset",
|
||||
"cursorEffectThreshold",
|
||||
"cycleSpeed",
|
||||
"fallSpeed",
|
||||
"glyphSequenceLength",
|
||||
"hasSun",
|
||||
"hasThunder",
|
||||
"raindropLength",
|
||||
"rippleScale",
|
||||
"rippleSpeed",
|
||||
"rippleThickness",
|
||||
// rain render
|
||||
"glyphEdgeCrop",
|
||||
"isPolar"
|
||||
]);
|
||||
|
||||
uniforms.rippleType =
|
||||
config.rippleTypeName in rippleTypes
|
||||
? rippleTypes[config.rippleTypeName]
|
||||
: -1;
|
||||
uniforms.cycleStyle =
|
||||
config.cycleStyleName in cycleStyles
|
||||
? cycleStyles[config.cycleStyleName]
|
||||
: 0;
|
||||
uniforms.slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
|
||||
uniforms.slantScale =
|
||||
1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
|
||||
uniforms.showComputationTexture = config.effect === "none";
|
||||
|
||||
const msdfLoader = loadImage(regl, config.glyphTexURL);
|
||||
|
||||
// This shader is the star of the show.
|
||||
// In normal operation, each pixel represents a glyph's:
|
||||
// R: brightness
|
||||
@@ -30,34 +87,19 @@ export default (regl, config) => {
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform float time;
|
||||
uniform float numColumns;
|
||||
uniform sampler2D lastState;
|
||||
|
||||
uniform bool hasSun;
|
||||
uniform bool hasThunder;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
uniform float brightnessMinimum;
|
||||
uniform float brightnessMultiplier;
|
||||
uniform float brightnessOffset;
|
||||
uniform float brightnessMix;
|
||||
|
||||
uniform float time;
|
||||
uniform float animationSpeed;
|
||||
uniform float cycleSpeed;
|
||||
uniform float fallSpeed;
|
||||
uniform float brightnessMinimum, brightnessMultiplier, brightnessOffset, brightnessMix;
|
||||
uniform float animationSpeed, fallSpeed, cycleSpeed;
|
||||
uniform float raindropLength;
|
||||
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float glyphTextureColumns;
|
||||
uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns;
|
||||
uniform int cycleStyle;
|
||||
|
||||
uniform float rippleScale;
|
||||
uniform float rippleSpeed;
|
||||
uniform float rippleThickness;
|
||||
uniform float rippleScale, rippleSpeed, rippleThickness;
|
||||
uniform int rippleType;
|
||||
|
||||
uniform float cursorEffectThreshold;
|
||||
|
||||
float max2(vec2 v) {
|
||||
@@ -88,10 +130,10 @@ export default (regl, config) => {
|
||||
|
||||
float getGlyphCycleSpeed(float rainTime, float brightness) {
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((rainTime + 0.7 * sin(SQRT_2 * rainTime) + 1.1 * sin(SQRT_5 * rainTime))) * 0.75;
|
||||
} else if (cycleStyle == 0 && brightness > 0.0) {
|
||||
if (cycleStyle == 0 && brightness > 0.0) {
|
||||
glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
} else if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((rainTime + 0.7 * sin(SQRT_2 * rainTime) + 1.1 * sin(SQRT_5 * rainTime))) * 0.75;
|
||||
}
|
||||
return glyphCycleSpeed;
|
||||
}
|
||||
@@ -207,20 +249,18 @@ export default (regl, config) => {
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
...uniforms,
|
||||
lastState: doubleBuffer.back
|
||||
},
|
||||
|
||||
framebuffer: doubleBuffer.front
|
||||
});
|
||||
|
||||
const msdfLoader = loadImage(regl, config.glyphTexURL);
|
||||
|
||||
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
|
||||
const render = regl({
|
||||
vert: `
|
||||
attribute vec2 aPosition;
|
||||
uniform float width;
|
||||
uniform float height;
|
||||
uniform float width, height;
|
||||
varying vec2 vUV;
|
||||
void main() {
|
||||
vUV = aPosition / 2.0 + 0.5;
|
||||
@@ -237,15 +277,11 @@ export default (regl, config) => {
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D glyphTex;
|
||||
uniform sampler2D lastState;
|
||||
uniform float numColumns;
|
||||
uniform float glyphTextureColumns;
|
||||
uniform sampler2D glyphTex, lastState;
|
||||
uniform float glyphHeightToWidth, glyphTextureColumns, glyphEdgeCrop;
|
||||
uniform vec2 slantVec;
|
||||
uniform float slantScale;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphEdgeCrop;
|
||||
|
||||
uniform bool isPolar;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
@@ -309,6 +345,7 @@ export default (regl, config) => {
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
...uniforms,
|
||||
glyphTex: msdfLoader.texture,
|
||||
height: regl.context("viewportWidth"),
|
||||
width: regl.context("viewportHeight"),
|
||||
|
||||
@@ -1,7 +1,38 @@
|
||||
import { makePassFBO, makePass } from "./utils.js";
|
||||
import { make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
export default (regl, {}, input) => {
|
||||
const neapolitanStripeColors = [
|
||||
[0.4, 0.15, 0.1],
|
||||
[0.4, 0.15, 0.1],
|
||||
[0.8, 0.8, 0.6],
|
||||
[0.8, 0.8, 0.6],
|
||||
[1.0, 0.7, 0.8],
|
||||
[1.0, 0.7, 0.8]
|
||||
].flat();
|
||||
|
||||
const prideStripeColors = [
|
||||
[1, 0, 0],
|
||||
[1, 0.5, 0],
|
||||
[1, 1, 0],
|
||||
[0, 1, 0],
|
||||
[0, 0, 1],
|
||||
[0.8, 0, 1]
|
||||
].flat();
|
||||
|
||||
export default (regl, config, input) => {
|
||||
const output = makePassFBO(regl);
|
||||
|
||||
const stripeColors =
|
||||
"stripeColors" in config
|
||||
? config.stripeColors.split(",").map(parseFloat)
|
||||
: config.effect === "pride"
|
||||
? prideStripeColors
|
||||
: neapolitanStripeColors;
|
||||
const numStripeColors = Math.floor(stripeColors.length / 3);
|
||||
const stripes = make1DTexture(
|
||||
regl,
|
||||
stripeColors.slice(0, numStripeColors * 3).map(f => Math.floor(f * 0xff))
|
||||
);
|
||||
|
||||
return makePass(
|
||||
output,
|
||||
regl({
|
||||
@@ -12,24 +43,26 @@ export default (regl, {}, input) => {
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D stripes;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
varying vec2 vUV;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
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);
|
||||
return fract(sin(sn) * c + t);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = texture2D(stripes, vUV).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
|
||||
float brightness = texture2D(tex, vUV).r;
|
||||
vec3 color = texture2D(stripes, vUV).rgb;
|
||||
float brightness = texture2D(tex, vUV).r - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
gl_FragColor = vec4(color * brightness, 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
tex: input,
|
||||
ditherMagnitude: 0.1
|
||||
stripes,
|
||||
ditherMagnitude: 0.05
|
||||
},
|
||||
framebuffer: output
|
||||
})
|
||||
|
||||
@@ -1,3 +1,8 @@
|
||||
const extractEntries = (src, keys) =>
|
||||
Object.fromEntries(
|
||||
Array.from(Object.entries(src)).filter(([key]) => keys.includes(key))
|
||||
);
|
||||
|
||||
const makePassTexture = regl =>
|
||||
regl.texture({
|
||||
width: 1,
|
||||
@@ -167,6 +172,7 @@ const makePipeline = (steps, getInput, ...params) =>
|
||||
);
|
||||
|
||||
export {
|
||||
extractEntries,
|
||||
makePassTexture,
|
||||
makePassFBO,
|
||||
makeDoubleBuffer,
|
||||
|
||||
Reference in New Issue
Block a user