mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Rebuilt on top of REGL.
This commit is contained in:
@@ -1,94 +0,0 @@
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/**
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* @author rezmason
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*/
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const easeInOutQuad = input => {
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input = Math.max(0, Math.min(1, input));
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if (input < 0.5) {
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return 2 * input * input;
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}
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input -= 1;
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return 1 - 2 * input * input;
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}
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const ARRAY_SIZE = 2048;
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THREE.ColorMapPass = function (entries, ditherMagnitude = 1, graininess = 100) {
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const colors = Array(ARRAY_SIZE).fill().map(_ => new THREE.Vector3(0, 0, 0));
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const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
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color: new THREE.Vector3(entry.r, entry.g, entry.b),
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arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (ARRAY_SIZE - 1))
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}));
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sortedEntries.unshift({color:sortedEntries[0].color, arrayIndex:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, arrayIndex:ARRAY_SIZE - 1});
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sortedEntries.forEach((entry, index) => {
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colors[entry.arrayIndex].copy(entry.color);
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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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colors[entry.arrayIndex + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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}
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}
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});
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const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
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this.dataTexture = new THREE.DataTexture(
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values,
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values.length / 3,
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1,
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THREE.RGBFormat,
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THREE.UnsignedByteType,
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THREE.UVMapping);
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this.dataTexture.magFilter = THREE.LinearFilter;
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this.dataTexture.needsUpdate = true;
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this.graininess = graininess;
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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tColorData: { value: this.dataTexture },
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ditherMagnitude: { value: ditherMagnitude },
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tTime: { value: 0 }
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#define PI 3.14159265359
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uniform sampler2D tDiffuse;
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uniform sampler2D tColorData;
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uniform float ditherMagnitude;
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uniform float tTime;
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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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gl_FragColor = texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r - rand( gl_FragCoord.xy, tTime ) * ditherMagnitude, 0.0 ) );
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.ColorMapPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.ColorMapPass,
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render: function() {
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this.uniforms[ "tColorData" ].value = this.dataTexture;
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this.uniforms[ "tTime" ].value = (Date.now() % this.graininess) / this.graininess;
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THREE.ShaderPass.prototype.render.call(this, ...arguments);
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}
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});
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@@ -1,46 +0,0 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Full-screen textured quad shader
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*/
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THREE.CopyShader = {
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uniforms: {
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"tDiffuse": { value: null },
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"opacity": { value: 1.0 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join( "\n" ),
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fragmentShader: [
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"uniform float opacity;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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"vec4 texel = texture2D( tDiffuse, vUv );",
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"gl_FragColor = opacity * texel;",
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"}"
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].join( "\n" )
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};
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@@ -1,189 +0,0 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.EffectComposer = function ( renderer, renderTarget ) {
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this.renderer = renderer;
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if ( renderTarget === undefined ) {
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var parameters = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false
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};
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var size = renderer.getDrawingBufferSize();
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renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );
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renderTarget.texture.name = 'EffectComposer.rt1';
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}
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this.renderTarget1 = renderTarget;
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this.renderTarget2 = renderTarget.clone();
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this.renderTarget2.texture.name = 'EffectComposer.rt2';
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this.writeBuffer = this.renderTarget1;
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this.readBuffer = this.renderTarget2;
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this.passes = [];
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// dependencies
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if ( THREE.CopyShader === undefined ) {
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console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );
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}
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if ( THREE.ShaderPass === undefined ) {
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console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );
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}
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this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
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};
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Object.assign( THREE.EffectComposer.prototype, {
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swapBuffers: function () {
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var tmp = this.readBuffer;
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this.readBuffer = this.writeBuffer;
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this.writeBuffer = tmp;
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},
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addPass: function ( pass ) {
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this.passes.push( pass );
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var size = this.renderer.getDrawingBufferSize();
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pass.setSize( size.width, size.height );
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},
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insertPass: function ( pass, index ) {
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this.passes.splice( index, 0, pass );
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},
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render: function ( delta ) {
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var maskActive = false;
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var pass, i, il = this.passes.length;
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for ( i = 0; i < il; i ++ ) {
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pass = this.passes[ i ];
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if ( pass.enabled === false ) continue;
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pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
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if ( pass.needsSwap ) {
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if ( maskActive ) {
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var context = this.renderer.context;
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context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
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this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
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context.stencilFunc( context.EQUAL, 1, 0xffffffff );
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}
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this.swapBuffers();
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}
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if ( THREE.MaskPass !== undefined ) {
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if ( pass instanceof THREE.MaskPass ) {
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maskActive = true;
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} else if ( pass instanceof THREE.ClearMaskPass ) {
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maskActive = false;
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}
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}
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}
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},
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reset: function ( renderTarget ) {
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if ( renderTarget === undefined ) {
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var size = this.renderer.getDrawingBufferSize();
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renderTarget = this.renderTarget1.clone();
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renderTarget.setSize( size.width, size.height );
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}
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this.renderTarget1.dispose();
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this.renderTarget2.dispose();
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this.renderTarget1 = renderTarget;
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this.renderTarget2 = renderTarget.clone();
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this.writeBuffer = this.renderTarget1;
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this.readBuffer = this.renderTarget2;
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},
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setSize: function ( width, height ) {
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this.renderTarget1.setSize( width, height );
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this.renderTarget2.setSize( width, height );
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for ( var i = 0; i < this.passes.length; i ++ ) {
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this.passes[ i ].setSize( width, height );
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}
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}
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} );
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THREE.Pass = function () {
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// if set to true, the pass is processed by the composer
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this.enabled = true;
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// if set to true, the pass indicates to swap read and write buffer after rendering
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this.needsSwap = true;
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// if set to true, the pass clears its buffer before rendering
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this.clear = false;
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// if set to true, the result of the pass is rendered to screen
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this.renderToScreen = false;
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};
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Object.assign( THREE.Pass.prototype, {
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setSize: function ( width, height ) {},
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
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}
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} );
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@@ -1,368 +0,0 @@
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/**
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* @author yomboprime https://github.com/yomboprime
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*
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* GPUComputationRenderer, based on SimulationRenderer by zz85
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*
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* The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
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* for each compute element (texel)
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*
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* Each variable has a fragment shader that defines the computation made to obtain the variable in question.
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* You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
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* (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
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*
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* The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
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* as inputs to render the textures of the next frame.
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*
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* The render targets of the variables can be used as input textures for your visualization shaders.
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||||
*
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* Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
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||||
* a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
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||||
*
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||||
* The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
|
||||
* #DEFINE resolution vec2( 1024.0, 1024.0 )
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||||
*
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||||
* -------------
|
||||
*
|
||||
* Basic use:
|
||||
*
|
||||
* // Initialization...
|
||||
*
|
||||
* // Create computation renderer
|
||||
* var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
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*
|
||||
* // Create initial state float textures
|
||||
* var pos0 = gpuCompute.createTexture();
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||||
* var vel0 = gpuCompute.createTexture();
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||||
* // and fill in here the texture data...
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||||
*
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||||
* // Add texture variables
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||||
* var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
|
||||
* var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
|
||||
*
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||||
* // Add variable dependencies
|
||||
* gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
|
||||
* gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
|
||||
*
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||||
* // Add custom uniforms
|
||||
* velVar.material.uniforms.time = { value: 0.0 };
|
||||
*
|
||||
* // Check for completeness
|
||||
* var error = gpuCompute.init();
|
||||
* if ( error !== null ) {
|
||||
* console.error( error );
|
||||
* }
|
||||
*
|
||||
*
|
||||
* // In each frame...
|
||||
*
|
||||
* // Compute!
|
||||
* gpuCompute.compute();
|
||||
*
|
||||
* // Update texture uniforms in your visualization materials with the gpu renderer output
|
||||
* myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
|
||||
*
|
||||
* // Do your rendering
|
||||
* renderer.render( myScene, myCamera );
|
||||
*
|
||||
* -------------
|
||||
*
|
||||
* Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
|
||||
* Note that the shaders can have multiple input textures.
|
||||
*
|
||||
* var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
|
||||
* var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
|
||||
*
|
||||
* var inputTexture = gpuCompute.createTexture();
|
||||
*
|
||||
* // Fill in here inputTexture...
|
||||
*
|
||||
* myFilter1.uniforms.theTexture.value = inputTexture;
|
||||
*
|
||||
* var myRenderTarget = gpuCompute.createRenderTarget();
|
||||
* myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
|
||||
*
|
||||
* var outputRenderTarget = gpuCompute.createRenderTarget();
|
||||
*
|
||||
* // Now use the output texture where you want:
|
||||
* myMaterial.uniforms.map.value = outputRenderTarget.texture;
|
||||
*
|
||||
* // And compute each frame, before rendering to screen:
|
||||
* gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
|
||||
* gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
|
||||
*
|
||||
*
|
||||
*
|
||||
* @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
|
||||
* @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
|
||||
* @param {WebGLRenderer} renderer The renderer
|
||||
*/
|
||||
|
||||
function GPUComputationRenderer( sizeX, sizeY, renderer ) {
|
||||
|
||||
this.variables = [];
|
||||
|
||||
this.currentTextureIndex = 0;
|
||||
|
||||
var scene = new THREE.Scene();
|
||||
|
||||
var camera = new THREE.Camera();
|
||||
camera.position.z = 1;
|
||||
|
||||
var passThruUniforms = {
|
||||
texture: { value: null }
|
||||
};
|
||||
|
||||
var passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
|
||||
|
||||
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), passThruShader );
|
||||
scene.add( mesh );
|
||||
|
||||
|
||||
this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
|
||||
|
||||
var material = this.createShaderMaterial( computeFragmentShader );
|
||||
|
||||
var variable = {
|
||||
name: variableName,
|
||||
initialValueTexture: initialValueTexture,
|
||||
material: material,
|
||||
dependencies: null,
|
||||
renderTargets: [],
|
||||
wrapS: null,
|
||||
wrapT: null,
|
||||
minFilter: THREE.NearestFilter,
|
||||
magFilter: THREE.NearestFilter
|
||||
};
|
||||
|
||||
this.variables.push( variable );
|
||||
|
||||
return variable;
|
||||
|
||||
};
|
||||
|
||||
this.setVariableDependencies = function( variable, dependencies ) {
|
||||
|
||||
variable.dependencies = dependencies;
|
||||
|
||||
};
|
||||
|
||||
this.init = function() {
|
||||
|
||||
if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
|
||||
|
||||
return "No OES_texture_float support for float textures.";
|
||||
|
||||
}
|
||||
|
||||
if ( renderer.capabilities.maxVertexTextures === 0 ) {
|
||||
|
||||
return "No support for vertex shader textures.";
|
||||
|
||||
}
|
||||
|
||||
for ( var i = 0; i < this.variables.length; i++ ) {
|
||||
|
||||
var variable = this.variables[ i ];
|
||||
|
||||
// Creates rendertargets and initialize them with input texture
|
||||
variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
|
||||
variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
|
||||
this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
|
||||
this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
|
||||
|
||||
// Adds dependencies uniforms to the ShaderMaterial
|
||||
var material = variable.material;
|
||||
var uniforms = material.uniforms;
|
||||
if ( variable.dependencies !== null ) {
|
||||
|
||||
for ( var d = 0; d < variable.dependencies.length; d++ ) {
|
||||
|
||||
var depVar = variable.dependencies[ d ];
|
||||
|
||||
if ( depVar.name !== variable.name ) {
|
||||
|
||||
// Checks if variable exists
|
||||
var found = false;
|
||||
for ( var j = 0; j < this.variables.length; j++ ) {
|
||||
|
||||
if ( depVar.name === this.variables[ j ].name ) {
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
if ( ! found ) {
|
||||
return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
uniforms[ depVar.name ] = { value: null };
|
||||
|
||||
material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.currentTextureIndex = 0;
|
||||
|
||||
return null;
|
||||
|
||||
};
|
||||
|
||||
this.compute = function() {
|
||||
|
||||
var currentTextureIndex = this.currentTextureIndex;
|
||||
var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
|
||||
|
||||
for ( var i = 0, il = this.variables.length; i < il; i++ ) {
|
||||
|
||||
var variable = this.variables[ i ];
|
||||
|
||||
// Sets texture dependencies uniforms
|
||||
if ( variable.dependencies !== null ) {
|
||||
|
||||
var uniforms = variable.material.uniforms;
|
||||
for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
|
||||
|
||||
var depVar = variable.dependencies[ d ];
|
||||
|
||||
uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Performs the computation for this variable
|
||||
this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
|
||||
|
||||
}
|
||||
|
||||
this.currentTextureIndex = nextTextureIndex;
|
||||
};
|
||||
|
||||
this.getCurrentRenderTarget = function( variable ) {
|
||||
|
||||
return variable.renderTargets[ this.currentTextureIndex ];
|
||||
|
||||
};
|
||||
|
||||
this.getAlternateRenderTarget = function( variable ) {
|
||||
|
||||
return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
|
||||
|
||||
};
|
||||
|
||||
function addResolutionDefine( materialShader ) {
|
||||
|
||||
materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + " )";
|
||||
|
||||
}
|
||||
this.addResolutionDefine = addResolutionDefine;
|
||||
|
||||
|
||||
// The following functions can be used to compute things manually
|
||||
|
||||
function createShaderMaterial( computeFragmentShader, uniforms ) {
|
||||
|
||||
uniforms = uniforms || {};
|
||||
|
||||
var material = new THREE.ShaderMaterial( {
|
||||
uniforms: uniforms,
|
||||
vertexShader: getPassThroughVertexShader(),
|
||||
fragmentShader: computeFragmentShader
|
||||
} );
|
||||
|
||||
addResolutionDefine( material );
|
||||
|
||||
return material;
|
||||
}
|
||||
this.createShaderMaterial = createShaderMaterial;
|
||||
|
||||
this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
|
||||
|
||||
sizeXTexture = sizeXTexture || sizeX;
|
||||
sizeYTexture = sizeYTexture || sizeY;
|
||||
|
||||
wrapS = wrapS || THREE.ClampToEdgeWrapping;
|
||||
wrapT = wrapT || THREE.ClampToEdgeWrapping;
|
||||
|
||||
minFilter = minFilter || THREE.NearestFilter;
|
||||
magFilter = magFilter || THREE.NearestFilter;
|
||||
|
||||
var renderTarget = new THREE.WebGLRenderTarget( sizeXTexture, sizeYTexture, {
|
||||
wrapS: wrapS,
|
||||
wrapT: wrapT,
|
||||
minFilter: minFilter,
|
||||
magFilter: magFilter,
|
||||
format: THREE.RGBAFormat,
|
||||
type: ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) ? THREE.HalfFloatType : THREE.FloatType,
|
||||
stencilBuffer: false,
|
||||
depthBuffer: false
|
||||
} );
|
||||
|
||||
return renderTarget;
|
||||
|
||||
};
|
||||
|
||||
this.createTexture = function() {
|
||||
|
||||
var a = new Float32Array( sizeX * sizeY * 4 );
|
||||
var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
|
||||
texture.needsUpdate = true;
|
||||
|
||||
return texture;
|
||||
|
||||
};
|
||||
|
||||
|
||||
this.renderTexture = function( input, output ) {
|
||||
|
||||
// Takes a texture, and render out in rendertarget
|
||||
// input = Texture
|
||||
// output = RenderTarget
|
||||
|
||||
passThruUniforms.texture.value = input;
|
||||
|
||||
this.doRenderTarget( passThruShader, output);
|
||||
|
||||
passThruUniforms.texture.value = null;
|
||||
|
||||
};
|
||||
|
||||
this.doRenderTarget = function( material, output ) {
|
||||
|
||||
mesh.material = material;
|
||||
renderer.render( scene, camera, output );
|
||||
mesh.material = passThruShader;
|
||||
|
||||
};
|
||||
|
||||
// Shaders
|
||||
|
||||
function getPassThroughVertexShader() {
|
||||
|
||||
return "void main() {\n" +
|
||||
"\n" +
|
||||
" gl_Position = vec4( position, 1.0 );\n" +
|
||||
"\n" +
|
||||
"}\n";
|
||||
|
||||
}
|
||||
|
||||
function getPassThroughFragmentShader() {
|
||||
|
||||
return "uniform sampler2D texture;\n" +
|
||||
"\n" +
|
||||
"void main() {\n" +
|
||||
"\n" +
|
||||
" vec2 uv = gl_FragCoord.xy / resolution.xy;\n" +
|
||||
"\n" +
|
||||
" gl_FragColor = texture2D( texture, uv );\n" +
|
||||
"\n" +
|
||||
"}\n";
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
/**
|
||||
* @author rezmason
|
||||
*/
|
||||
|
||||
THREE.HorizontalColorationPass = function (colors, ditherMagnitude = 1) {
|
||||
const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
|
||||
|
||||
this.dataTexture = new THREE.DataTexture(
|
||||
values,
|
||||
values.length / 3,
|
||||
1,
|
||||
THREE.RGBFormat,
|
||||
THREE.UnsignedByteType,
|
||||
THREE.UVMapping);
|
||||
this.dataTexture.magFilter = THREE.LinearFilter;
|
||||
this.dataTexture.needsUpdate = true;
|
||||
|
||||
this.shader = {
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
tColorData: { value: this.dataTexture },
|
||||
ditherMagnitude: { value: ditherMagnitude },
|
||||
},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform sampler2D tColorData;
|
||||
uniform float ditherMagnitude;
|
||||
varying vec2 vUv;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
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);
|
||||
}
|
||||
|
||||
void main() {
|
||||
float value = texture2D(tDiffuse, vUv).r;
|
||||
vec3 value2 = texture2D(tColorData, vUv).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
|
||||
gl_FragColor = vec4(value2 * value, 1.0);
|
||||
}
|
||||
`
|
||||
};
|
||||
|
||||
THREE.ShaderPass.call(this, this.shader);
|
||||
};
|
||||
|
||||
THREE.HorizontalColorationPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
constructor: THREE.HorizontalColorationPass,
|
||||
render: function() {
|
||||
this.uniforms[ "tColorData" ].value = this.dataTexture;
|
||||
THREE.ShaderPass.prototype.render.call(this, ...arguments);
|
||||
}
|
||||
});
|
||||
@@ -1,41 +0,0 @@
|
||||
/**
|
||||
* @author rezmason
|
||||
*/
|
||||
|
||||
THREE.ImageOverlayPass = function (texture) {
|
||||
this.texture = texture;
|
||||
this.shader = {
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
map: { value: this.texture },
|
||||
},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform sampler2D map;
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(texture2D(map, vUv).rgb * (pow(texture2D(tDiffuse, vUv).r, 1.5) * 0.995 + 0.005), 1.0);
|
||||
}
|
||||
`
|
||||
};
|
||||
|
||||
THREE.ShaderPass.call(this, this.shader);
|
||||
};
|
||||
|
||||
THREE.ImageOverlayPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
constructor: THREE.ImageOverlayPass,
|
||||
render: function() {
|
||||
this.uniforms[ "map" ].value = this.texture;
|
||||
THREE.ShaderPass.prototype.render.call(this, ...arguments);
|
||||
}
|
||||
});
|
||||
@@ -1,64 +0,0 @@
|
||||
/**
|
||||
* @author bhouston / http://clara.io/
|
||||
*
|
||||
* Luminosity
|
||||
* http://en.wikipedia.org/wiki/Luminosity
|
||||
*/
|
||||
|
||||
THREE.LuminosityHighPassShader = {
|
||||
|
||||
shaderID: "luminosityHighPass",
|
||||
|
||||
uniforms: {
|
||||
|
||||
"tDiffuse": { type: "t", value: null },
|
||||
"luminosityThreshold": { type: "f", value: 1.0 },
|
||||
"smoothWidth": { type: "f", value: 1.0 },
|
||||
"defaultColor": { type: "c", value: new THREE.Color( 0x000000 ) },
|
||||
"defaultOpacity": { type: "f", value: 0.0 }
|
||||
|
||||
},
|
||||
|
||||
vertexShader: [
|
||||
|
||||
"varying vec2 vUv;",
|
||||
|
||||
"void main() {",
|
||||
|
||||
"vUv = uv;",
|
||||
|
||||
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
||||
|
||||
"}"
|
||||
|
||||
].join("\n"),
|
||||
|
||||
fragmentShader: [
|
||||
|
||||
"uniform sampler2D tDiffuse;",
|
||||
"uniform vec3 defaultColor;",
|
||||
"uniform float defaultOpacity;",
|
||||
"uniform float luminosityThreshold;",
|
||||
"uniform float smoothWidth;",
|
||||
|
||||
"varying vec2 vUv;",
|
||||
|
||||
"void main() {",
|
||||
|
||||
"vec4 texel = texture2D( tDiffuse, vUv );",
|
||||
|
||||
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
||||
|
||||
"float v = dot( texel.xyz, luma );",
|
||||
|
||||
"vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
|
||||
|
||||
"float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
|
||||
|
||||
"gl_FragColor = mix( outputColor, texel, alpha );",
|
||||
|
||||
"}"
|
||||
|
||||
].join("\n")
|
||||
|
||||
};
|
||||
@@ -1,397 +0,0 @@
|
||||
const makeMatrixRenderer = (renderer, {
|
||||
fontTexture,
|
||||
numColumns,
|
||||
animationSpeed, fallSpeed, cycleSpeed,
|
||||
glyphSequenceLength,
|
||||
numFontColumns,
|
||||
hasThunder,
|
||||
hasSun,
|
||||
isPolar,
|
||||
slant,
|
||||
glyphHeightToWidth,
|
||||
glyphEdgeCrop,
|
||||
cursorEffectThreshold,
|
||||
showComputationTexture,
|
||||
raindropLength,
|
||||
cycleStyle,
|
||||
rippleType,
|
||||
rippleScale,
|
||||
rippleSpeed,
|
||||
rippleThickness,
|
||||
brightnessMultiplier,
|
||||
brightnessOffset,
|
||||
}) => {
|
||||
const matrixRenderer = {};
|
||||
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
|
||||
const scene = new THREE.Scene();
|
||||
const gpuCompute = new GPUComputationRenderer( numColumns, numColumns, renderer );
|
||||
const glyphValue = gpuCompute.createTexture();
|
||||
const pixels = glyphValue.image.data;
|
||||
|
||||
const scramble = i => Math.sin(i) * 0.5 + 0.5;
|
||||
|
||||
for (let i = 0; i < numColumns * numColumns; i++) {
|
||||
pixels[i * 4 + 0] = 0;
|
||||
pixels[i * 4 + 1] = showComputationTexture ? 0.5 : scramble(i);
|
||||
pixels[i * 4 + 2] = 0;
|
||||
pixels[i * 4 + 3] = 0;
|
||||
}
|
||||
|
||||
const glyphVariable = gpuCompute.addVariable(
|
||||
"glyph",
|
||||
`
|
||||
precision highp float;
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform bool hasSun;
|
||||
uniform bool hasThunder;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
uniform float brightnessChangeBias;
|
||||
uniform float brightnessMultiplier;
|
||||
uniform float brightnessOffset;
|
||||
uniform float cursorEffectThreshold;
|
||||
|
||||
uniform float time;
|
||||
uniform float animationSpeed;
|
||||
uniform float cycleSpeed;
|
||||
uniform float deltaTime;
|
||||
uniform float fallSpeed;
|
||||
uniform float raindropLength;
|
||||
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float numFontColumns;
|
||||
uniform int cycleStyle;
|
||||
|
||||
uniform float rippleScale;
|
||||
uniform float rippleSpeed;
|
||||
uniform float rippleThickness;
|
||||
uniform int rippleType;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
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);
|
||||
}
|
||||
|
||||
float max2(vec2 v) {
|
||||
return max(v.x, v.y);
|
||||
}
|
||||
|
||||
vec2 rand2(vec2 p) {
|
||||
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
|
||||
}
|
||||
|
||||
highp float blast( const in float x, const in float power ) {
|
||||
return pow(pow(pow(x, power), power), power);
|
||||
}
|
||||
|
||||
float ripple(vec2 uv, float simTime) {
|
||||
if (rippleType == -1) {
|
||||
return 0.;
|
||||
}
|
||||
|
||||
float rippleTime = (simTime + 0.2 * sin(simTime * 2.0)) * rippleSpeed + 1.;
|
||||
|
||||
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
|
||||
vec2 ripplePos = uv + offset;
|
||||
float rippleDistance;
|
||||
if (rippleType == 0) {
|
||||
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
|
||||
} else if (rippleType == 1) {
|
||||
rippleDistance = length(ripplePos);
|
||||
}
|
||||
|
||||
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
|
||||
|
||||
if (rippleValue > 0. && rippleValue < rippleThickness) {
|
||||
return 0.75;
|
||||
} else {
|
||||
return 0.;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 cellSize = 1.0 / resolution.xy;
|
||||
vec2 uv = (gl_FragCoord.xy) * cellSize;
|
||||
|
||||
float columnTimeOffset = rand(vec2(gl_FragCoord.x, 0.0));
|
||||
float columnSpeedOffset = rand(vec2(gl_FragCoord.x + 0.1, 0.0));
|
||||
|
||||
vec4 data = texture2D( glyph, uv );
|
||||
|
||||
float brightness = data.r;
|
||||
float glyphCycle = data.g;
|
||||
|
||||
float simTime = time * 0.0005 * animationSpeed;
|
||||
float columnTime = (columnTimeOffset * 1000.0 + simTime * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * 2.0 * columnSpeedOffset) * 0.2);
|
||||
float glyphTime = (gl_FragCoord.y * 0.01 + columnTime) / raindropLength;
|
||||
|
||||
float value = 1.0 - fract((glyphTime + 0.3 * sin(SQRT_2 * glyphTime) + 0.2 * sin(SQRT_5 * glyphTime)));
|
||||
|
||||
float newBrightness = 3.0 * log(value * 1.25);
|
||||
|
||||
if (hasSun) {
|
||||
newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
|
||||
}
|
||||
|
||||
if (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 *= 30.0 * (1.0 - 1.0 * length(distVec));
|
||||
|
||||
newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
|
||||
|
||||
if (newBrightness > brightness) {
|
||||
brightness = newBrightness;
|
||||
} else {
|
||||
brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
|
||||
}
|
||||
} else {
|
||||
brightness = mix(brightness, newBrightness, brightnessChangeBias);
|
||||
}
|
||||
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
|
||||
} else if (cycleStyle == 0) {
|
||||
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
}
|
||||
|
||||
glyphCycle = fract(glyphCycle + deltaTime * cycleSpeed * 0.2 * glyphCycleSpeed);
|
||||
float symbol = floor(glyphSequenceLength * glyphCycle);
|
||||
float symbolX = mod(symbol, numFontColumns);
|
||||
float symbolY = ((numFontColumns - 1.0) - (symbol - symbolX) / numFontColumns);
|
||||
|
||||
float effect = 0.;
|
||||
|
||||
effect += ripple(gl_FragCoord.xy / resolution.xy * 2.0 - 1.0, simTime);
|
||||
|
||||
if (brightness >= cursorEffectThreshold) {
|
||||
effect = 1.0;
|
||||
}
|
||||
|
||||
if (brightness > -1.) {
|
||||
brightness = brightness * brightnessMultiplier + brightnessOffset;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
gl_FragColor.r = brightness;
|
||||
gl_FragColor.g = glyphCycle;
|
||||
|
||||
if (showComputationTexture) {
|
||||
// Better use of the blue channel, for show and tell
|
||||
gl_FragColor.b = min(1.0, glyphCycleSpeed);
|
||||
gl_FragColor.a = 1.0;
|
||||
} else {
|
||||
gl_FragColor.b = symbolY * numFontColumns + symbolX;
|
||||
gl_FragColor.a = effect;
|
||||
}
|
||||
}
|
||||
`
|
||||
,
|
||||
glyphValue
|
||||
);
|
||||
gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
|
||||
|
||||
const brightnessChangeBias = (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed));
|
||||
|
||||
let cycleStyleInt;
|
||||
switch (cycleStyle) {
|
||||
case "cycleFasterWhenDimmed":
|
||||
cycleStyleInt = 0;
|
||||
break;
|
||||
case "cycleRandomly":
|
||||
default:
|
||||
cycleStyleInt = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
let rippleTypeInt;
|
||||
switch (rippleType) {
|
||||
case "box":
|
||||
rippleTypeInt = 0;
|
||||
break;
|
||||
case "circle":
|
||||
rippleTypeInt = 1;
|
||||
break;
|
||||
default:
|
||||
rippleTypeInt = -1;
|
||||
}
|
||||
|
||||
Object.assign(glyphVariable.material.uniforms, {
|
||||
time: { type: "f", value: 0 },
|
||||
deltaTime: { type: "f", value: 0.01 },
|
||||
animationSpeed: { type: "f", value: animationSpeed },
|
||||
fallSpeed: { type: "f", value: fallSpeed },
|
||||
cycleSpeed: {type: "f", value: cycleSpeed },
|
||||
glyphSequenceLength: { type: "f", value: glyphSequenceLength },
|
||||
numFontColumns: {type: "f", value: numFontColumns },
|
||||
raindropLength: {type: "f", value: raindropLength },
|
||||
brightnessChangeBias: { type: "f", value: brightnessChangeBias },
|
||||
rippleThickness: { type: "f", value: rippleThickness},
|
||||
rippleScale: { type: "f", value: rippleScale},
|
||||
rippleSpeed: { type: "f", value: rippleSpeed},
|
||||
cursorEffectThreshold: { type: "f", value: cursorEffectThreshold},
|
||||
brightnessMultiplier: { type: "f", value: brightnessMultiplier},
|
||||
brightnessOffset: { type: "f", value: brightnessOffset},
|
||||
glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
|
||||
hasSun: { type: "b", value: hasSun },
|
||||
hasThunder: { type: "b", value: hasThunder },
|
||||
rippleType: { type: "i", value: rippleTypeInt },
|
||||
showComputationTexture: { type: "b", value: showComputationTexture },
|
||||
cycleStyle: { type: "i", value: cycleStyleInt },
|
||||
});
|
||||
|
||||
const error = gpuCompute.init();
|
||||
if ( error !== null ) {
|
||||
console.error( error );
|
||||
}
|
||||
|
||||
const glyphRTT = gpuCompute.getCurrentRenderTarget( glyphVariable ).texture;
|
||||
|
||||
const mesh = new THREE.Mesh(
|
||||
new THREE.PlaneBufferGeometry(),
|
||||
new THREE.RawShaderMaterial({
|
||||
uniforms: {
|
||||
glyphs: { type: "t", value: glyphRTT },
|
||||
msdf: { type: "t", value: fontTexture },
|
||||
numColumns: {type: "f", value: numColumns},
|
||||
numFontColumns: {type: "f", value: numFontColumns},
|
||||
resolution: {type: "v2", value: new THREE.Vector2() },
|
||||
slant: {type: "v2", value: new THREE.Vector2(Math.cos(slant), Math.sin(slant)) },
|
||||
glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
|
||||
glyphEdgeCrop: {type: "f", value: glyphEdgeCrop},
|
||||
isPolar: { type: "b", value: isPolar },
|
||||
showComputationTexture: { type: "b", value: showComputationTexture },
|
||||
},
|
||||
vertexShader: `
|
||||
attribute vec2 uv;
|
||||
attribute vec3 position;
|
||||
uniform vec2 resolution;
|
||||
varying vec2 vUV;
|
||||
void main() {
|
||||
vUV = uv;
|
||||
gl_Position = vec4( resolution * position.xy, 0.0, 1.0 );
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
#define PI 3.14159265359
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D msdf;
|
||||
uniform sampler2D glyphs;
|
||||
uniform float numColumns;
|
||||
uniform float numFontColumns;
|
||||
uniform vec2 slant;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphEdgeCrop;
|
||||
|
||||
uniform bool isPolar;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
float median(float r, float g, float b) {
|
||||
return max(min(r, g), min(max(r, g), b));
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = vUV;
|
||||
|
||||
if (isPolar) {
|
||||
uv -= 0.5;
|
||||
uv *= 0.5;
|
||||
uv.y -= 0.5;
|
||||
float radius = length(uv);
|
||||
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
||||
uv = vec2(angle * 4. - 0.5, 1.25 - radius * 1.5);
|
||||
} else {
|
||||
uv = vec2(
|
||||
(uv.x - 0.5) * slant.x + (uv.y - 0.5) * slant.y,
|
||||
(uv.y - 0.5) * slant.x - (uv.x - 0.5) * slant.y
|
||||
) * 0.75 + 0.5;
|
||||
}
|
||||
|
||||
uv.y /= glyphHeightToWidth;
|
||||
|
||||
vec4 glyph = texture2D(glyphs, uv);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = glyph;
|
||||
return;
|
||||
}
|
||||
|
||||
// Unpack the values from the font texture
|
||||
float brightness = glyph.r;
|
||||
|
||||
float effect = glyph.a;
|
||||
brightness = max(effect, brightness);
|
||||
|
||||
float symbolIndex = glyph.b;
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, numFontColumns), floor(symbolIndex / numFontColumns));
|
||||
vec2 glyphUV = fract(uv * numColumns);
|
||||
glyphUV -= 0.5;
|
||||
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV += 0.5;
|
||||
vec4 sample = texture2D(msdf, (glyphUV + symbolUV) / numFontColumns);
|
||||
|
||||
// The rest is straight up MSDF
|
||||
float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
|
||||
}
|
||||
`
|
||||
})
|
||||
);
|
||||
mesh.frustumCulled = false;
|
||||
|
||||
scene.add( mesh );
|
||||
|
||||
let start = NaN;
|
||||
let last = NaN;
|
||||
|
||||
matrixRenderer.pass = new THREE.RenderPass( scene, camera );
|
||||
|
||||
matrixRenderer.render = () => {
|
||||
if (isNaN(start)) {
|
||||
start = Date.now();
|
||||
last = 0;
|
||||
}
|
||||
const now = Date.now() - start;
|
||||
|
||||
if (now - last > 50) {
|
||||
last = now;
|
||||
return;
|
||||
}
|
||||
|
||||
const deltaTime = ((now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
|
||||
last = now;
|
||||
|
||||
glyphVariable.material.uniforms.time.value = now;
|
||||
glyphVariable.material.uniforms.deltaTime.value = deltaTime;
|
||||
|
||||
gpuCompute.compute();
|
||||
renderer.render( scene, camera );
|
||||
};
|
||||
|
||||
matrixRenderer.resize = (width, height) => {
|
||||
if (width > height) {
|
||||
mesh.material.uniforms.resolution.value.set(2, 2 * width / height);
|
||||
} else {
|
||||
mesh.material.uniforms.resolution.value.set(2 * height / width, 2);
|
||||
}
|
||||
};
|
||||
|
||||
return matrixRenderer;
|
||||
};
|
||||
@@ -1,63 +0,0 @@
|
||||
/**
|
||||
* @author alteredq / http://alteredqualia.com/
|
||||
*/
|
||||
|
||||
THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.scene = scene;
|
||||
this.camera = camera;
|
||||
|
||||
this.overrideMaterial = overrideMaterial;
|
||||
|
||||
this.clearColor = clearColor;
|
||||
this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
|
||||
|
||||
this.clear = true;
|
||||
this.clearDepth = false;
|
||||
this.needsSwap = false;
|
||||
|
||||
};
|
||||
|
||||
THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.RenderPass,
|
||||
|
||||
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
|
||||
var oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
this.scene.overrideMaterial = this.overrideMaterial;
|
||||
|
||||
var oldClearColor, oldClearAlpha;
|
||||
|
||||
if ( this.clearColor ) {
|
||||
|
||||
oldClearColor = renderer.getClearColor().getHex();
|
||||
oldClearAlpha = renderer.getClearAlpha();
|
||||
|
||||
renderer.setClearColor( this.clearColor, this.clearAlpha );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearDepth ) {
|
||||
|
||||
renderer.clearDepth();
|
||||
|
||||
}
|
||||
|
||||
renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
|
||||
|
||||
if ( this.clearColor ) {
|
||||
|
||||
renderer.setClearColor( oldClearColor, oldClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
this.scene.overrideMaterial = null;
|
||||
renderer.autoClear = oldAutoClear;
|
||||
}
|
||||
|
||||
} );
|
||||
@@ -1,67 +0,0 @@
|
||||
/**
|
||||
* @author alteredq / http://alteredqualia.com/
|
||||
*/
|
||||
|
||||
THREE.ShaderPass = function ( shader, textureID ) {
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
|
||||
|
||||
if ( shader instanceof THREE.ShaderMaterial ) {
|
||||
|
||||
this.uniforms = shader.uniforms;
|
||||
|
||||
this.material = shader;
|
||||
|
||||
} else if ( shader ) {
|
||||
|
||||
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
||||
|
||||
this.material = new THREE.ShaderMaterial( {
|
||||
|
||||
defines: Object.assign( {}, shader.defines ),
|
||||
uniforms: this.uniforms,
|
||||
vertexShader: shader.vertexShader,
|
||||
fragmentShader: shader.fragmentShader
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
|
||||
this.quad.frustumCulled = false; // Avoid getting clipped
|
||||
this.scene.add( this.quad );
|
||||
|
||||
};
|
||||
|
||||
THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.ShaderPass,
|
||||
|
||||
render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
|
||||
if ( this.uniforms[ this.textureID ] ) {
|
||||
|
||||
this.uniforms[ this.textureID ].value = readBuffer.texture;
|
||||
|
||||
}
|
||||
|
||||
this.quad.material = this.material;
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
@@ -1,384 +0,0 @@
|
||||
/**
|
||||
* @author spidersharma / http://eduperiment.com/
|
||||
*
|
||||
* Inspired from Unreal Engine
|
||||
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
|
||||
*/
|
||||
THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.strength = ( strength !== undefined ) ? strength : 1;
|
||||
this.radius = radius;
|
||||
this.threshold = threshold;
|
||||
this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
|
||||
|
||||
// create color only once here, reuse it later inside the render function
|
||||
this.clearColor = new THREE.Color( 0, 0, 0 );
|
||||
|
||||
// render targets
|
||||
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
|
||||
this.renderTargetsHorizontal = [];
|
||||
this.renderTargetsVertical = [];
|
||||
this.nMips = 5;
|
||||
var resx = Math.round( this.resolution.x / 2 );
|
||||
var resy = Math.round( this.resolution.y / 2 );
|
||||
|
||||
this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
|
||||
this.renderTargetBright.texture.generateMipmaps = false;
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
|
||||
renderTarget.texture.name = "UnrealBloomPass.h" + i;
|
||||
renderTarget.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetsHorizontal.push( renderTarget );
|
||||
|
||||
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
|
||||
renderTarget.texture.name = "UnrealBloomPass.v" + i;
|
||||
renderTarget.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetsVertical.push( renderTarget );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
// luminosity high pass material
|
||||
|
||||
if ( THREE.LuminosityHighPassShader === undefined )
|
||||
console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
|
||||
|
||||
var highPassShader = THREE.LuminosityHighPassShader;
|
||||
this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
|
||||
|
||||
this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
|
||||
this.highPassUniforms[ "smoothWidth" ].value = 0.01;
|
||||
|
||||
this.materialHighPassFilter = new THREE.ShaderMaterial( {
|
||||
uniforms: this.highPassUniforms,
|
||||
vertexShader: highPassShader.vertexShader,
|
||||
fragmentShader: highPassShader.fragmentShader,
|
||||
defines: {}
|
||||
} );
|
||||
|
||||
// Gaussian Blur Materials
|
||||
this.separableBlurMaterials = [];
|
||||
var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
|
||||
var resx = Math.round( this.resolution.x / 2 );
|
||||
var resy = Math.round( this.resolution.y / 2 );
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
// Composite material
|
||||
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
|
||||
this.compositeMaterial.uniforms[ "blurTexture1" ].value = this.renderTargetsVertical[ 0 ].texture;
|
||||
this.compositeMaterial.uniforms[ "blurTexture2" ].value = this.renderTargetsVertical[ 1 ].texture;
|
||||
this.compositeMaterial.uniforms[ "blurTexture3" ].value = this.renderTargetsVertical[ 2 ].texture;
|
||||
this.compositeMaterial.uniforms[ "blurTexture4" ].value = this.renderTargetsVertical[ 3 ].texture;
|
||||
this.compositeMaterial.uniforms[ "blurTexture5" ].value = this.renderTargetsVertical[ 4 ].texture;
|
||||
this.compositeMaterial.uniforms[ "bloomStrength" ].value = strength;
|
||||
this.compositeMaterial.uniforms[ "bloomRadius" ].value = 0.1;
|
||||
this.compositeMaterial.needsUpdate = true;
|
||||
|
||||
var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
|
||||
this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors;
|
||||
this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ),
|
||||
new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ];
|
||||
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
|
||||
|
||||
// copy material
|
||||
if ( THREE.CopyShader === undefined ) {
|
||||
|
||||
console.error( "THREE.BloomPass relies on THREE.CopyShader" );
|
||||
|
||||
}
|
||||
|
||||
var copyShader = THREE.CopyShader;
|
||||
|
||||
this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
|
||||
this.copyUniforms[ "opacity" ].value = 1.0;
|
||||
|
||||
this.materialCopy = new THREE.ShaderMaterial( {
|
||||
uniforms: this.copyUniforms,
|
||||
vertexShader: copyShader.vertexShader,
|
||||
fragmentShader: copyShader.fragmentShader,
|
||||
blending: THREE.AdditiveBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.enabled = true;
|
||||
this.needsSwap = false;
|
||||
|
||||
this.oldClearColor = new THREE.Color();
|
||||
this.oldClearAlpha = 1;
|
||||
|
||||
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.basic = new THREE.MeshBasicMaterial();
|
||||
|
||||
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
|
||||
this.quad.frustumCulled = false; // Avoid getting clipped
|
||||
this.scene.add( this.quad );
|
||||
|
||||
};
|
||||
|
||||
THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.UnrealBloomPass,
|
||||
|
||||
dispose: function () {
|
||||
|
||||
for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
|
||||
|
||||
this.renderTargetsHorizontal[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
|
||||
|
||||
this.renderTargetsVertical[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
this.renderTargetBright.dispose();
|
||||
|
||||
},
|
||||
|
||||
setSize: function ( width, height ) {
|
||||
|
||||
var resx = Math.round( width / 2 );
|
||||
var resy = Math.round( height / 2 );
|
||||
|
||||
this.renderTargetBright.setSize( resx, resy );
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
|
||||
this.renderTargetsVertical[ i ].setSize( resx, resy );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
|
||||
this.oldClearColor.copy( renderer.getClearColor() );
|
||||
this.oldClearAlpha = renderer.getClearAlpha();
|
||||
var oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
renderer.setClearColor( this.clearColor, 0 );
|
||||
|
||||
if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
|
||||
|
||||
// Render input to screen
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
this.quad.material = this.basic;
|
||||
this.basic.map = readBuffer.texture;
|
||||
|
||||
renderer.render( this.scene, this.camera, undefined, true );
|
||||
|
||||
}
|
||||
|
||||
// 1. Extract Bright Areas
|
||||
|
||||
this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
|
||||
this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
|
||||
this.quad.material = this.materialHighPassFilter;
|
||||
|
||||
renderer.render( this.scene, this.camera, this.renderTargetBright, true );
|
||||
|
||||
// 2. Blur All the mips progressively
|
||||
|
||||
var inputRenderTarget = this.renderTargetBright;
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.quad.material = this.separableBlurMaterials[ i ];
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
|
||||
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[ i ], true );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
|
||||
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetsVertical[ i ], true );
|
||||
|
||||
inputRenderTarget = this.renderTargetsVertical[ i ];
|
||||
|
||||
}
|
||||
|
||||
// Composite All the mips
|
||||
|
||||
this.quad.material = this.compositeMaterial;
|
||||
this.compositeMaterial.uniforms[ "bloomStrength" ].value = this.strength;
|
||||
this.compositeMaterial.uniforms[ "bloomRadius" ].value = this.radius;
|
||||
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
|
||||
|
||||
renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[ 0 ], true );
|
||||
|
||||
// Blend it additively over the input texture
|
||||
|
||||
this.quad.material = this.materialCopy;
|
||||
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
|
||||
|
||||
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
|
||||
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.render( this.scene, this.camera, undefined, false );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.render( this.scene, this.camera, readBuffer, false );
|
||||
|
||||
}
|
||||
|
||||
// Restore renderer settings
|
||||
|
||||
renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
},
|
||||
|
||||
getSeperableBlurMaterial: function ( kernelRadius ) {
|
||||
|
||||
return new THREE.ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
"KERNEL_RADIUS": kernelRadius,
|
||||
"SIGMA": kernelRadius
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
"colorTexture": { value: null },
|
||||
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
||||
"direction": { value: new THREE.Vector2( 0.5, 0.5 ) }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
"varying vec2 vUv;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
fragmentShader:
|
||||
"#include <common>\
|
||||
varying vec2 vUv;\n\
|
||||
uniform sampler2D colorTexture;\n\
|
||||
uniform vec2 texSize;\
|
||||
uniform vec2 direction;\
|
||||
\
|
||||
float gaussianPdf(in float x, in float sigma) {\
|
||||
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
|
||||
}\
|
||||
void main() {\n\
|
||||
vec2 invSize = 1.0 / texSize;\
|
||||
float fSigma = float(SIGMA);\
|
||||
float weightSum = gaussianPdf(0.0, fSigma);\
|
||||
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
|
||||
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
|
||||
float x = float(i);\
|
||||
float w = gaussianPdf(x, fSigma);\
|
||||
vec2 uvOffset = direction * invSize * x;\
|
||||
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
||||
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
||||
diffuseSum += (sample1 + sample2) * w;\
|
||||
weightSum += 2.0 * w;\
|
||||
}\
|
||||
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
|
||||
}"
|
||||
} );
|
||||
|
||||
},
|
||||
|
||||
getCompositeMaterial: function ( nMips ) {
|
||||
|
||||
return new THREE.ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
"NUM_MIPS": nMips
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
"blurTexture1": { value: null },
|
||||
"blurTexture2": { value: null },
|
||||
"blurTexture3": { value: null },
|
||||
"blurTexture4": { value: null },
|
||||
"blurTexture5": { value: null },
|
||||
"dirtTexture": { value: null },
|
||||
"bloomStrength": { value: 1.0 },
|
||||
"bloomFactors": { value: null },
|
||||
"bloomTintColors": { value: null },
|
||||
"bloomRadius": { value: 0.0 }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
"varying vec2 vUv;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
fragmentShader:
|
||||
"varying vec2 vUv;\
|
||||
uniform sampler2D blurTexture1;\
|
||||
uniform sampler2D blurTexture2;\
|
||||
uniform sampler2D blurTexture3;\
|
||||
uniform sampler2D blurTexture4;\
|
||||
uniform sampler2D blurTexture5;\
|
||||
uniform sampler2D dirtTexture;\
|
||||
uniform float bloomStrength;\
|
||||
uniform float bloomRadius;\
|
||||
uniform float bloomFactors[NUM_MIPS];\
|
||||
uniform vec3 bloomTintColors[NUM_MIPS];\
|
||||
\
|
||||
float lerpBloomFactor(const in float factor) { \
|
||||
float mirrorFactor = 1.2 - factor;\
|
||||
return mix(factor, mirrorFactor, bloomRadius);\
|
||||
}\
|
||||
\
|
||||
void main() {\
|
||||
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
|
||||
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
|
||||
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
|
||||
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
|
||||
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
|
||||
}"
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
|
||||
THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
|
||||
140
js/bloomPass.js
Normal file
140
js/bloomPass.js
Normal file
@@ -0,0 +1,140 @@
|
||||
import { makePassFBO, makePyramid, resizePyramid } from "./utils.js";
|
||||
|
||||
const pyramidHeight = 5;
|
||||
const levelStrengths = Array(pyramidHeight)
|
||||
.fill()
|
||||
.map((_, index) =>
|
||||
Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5)
|
||||
)
|
||||
.reverse();
|
||||
|
||||
export default (regl, config, input) => {
|
||||
if (config.effect === "none") {
|
||||
return {
|
||||
fbo: input,
|
||||
resize: () => {},
|
||||
render: () => {}
|
||||
};
|
||||
}
|
||||
|
||||
const highPassPyramid = makePyramid(regl, pyramidHeight);
|
||||
const horizontalBlurPyramid = makePyramid(regl, pyramidHeight);
|
||||
const verticalBlurPyramid = makePyramid(regl, pyramidHeight);
|
||||
const fbo = makePassFBO(regl);
|
||||
|
||||
const highPass = regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
varying vec2 vUV;
|
||||
uniform sampler2D tex;
|
||||
uniform float highPassThreshold;
|
||||
void main() {
|
||||
float value = texture2D(tex, vUV).r;
|
||||
if (value < highPassThreshold) {
|
||||
value = 0.;
|
||||
}
|
||||
gl_FragColor = vec4(vec3(value), 1.0);
|
||||
}
|
||||
`,
|
||||
uniforms: {
|
||||
tex: regl.prop("tex")
|
||||
},
|
||||
framebuffer: regl.prop("fbo")
|
||||
});
|
||||
|
||||
const blur = regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
varying vec2 vUV;
|
||||
uniform sampler2D tex;
|
||||
uniform vec2 direction;
|
||||
uniform float width, height;
|
||||
void main() {
|
||||
vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
|
||||
gl_FragColor =
|
||||
texture2D(tex, vUV) * 0.442 +
|
||||
(
|
||||
texture2D(tex, vUV + direction / max(width, height) * size) +
|
||||
texture2D(tex, vUV - direction / max(width, height) * size)
|
||||
) * 0.279;
|
||||
}
|
||||
`,
|
||||
uniforms: {
|
||||
tex: regl.prop("tex"),
|
||||
direction: regl.prop("direction"),
|
||||
height: regl.context("viewportWidth"),
|
||||
width: regl.context("viewportHeight")
|
||||
},
|
||||
framebuffer: regl.prop("fbo")
|
||||
});
|
||||
|
||||
const combineBloom = regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
varying vec2 vUV;
|
||||
${verticalBlurPyramid
|
||||
.map((_, index) => `uniform sampler2D tex_${index};`)
|
||||
.join("\n")}
|
||||
uniform sampler2D tex;
|
||||
uniform float bloomStrength;
|
||||
void main() {
|
||||
vec4 total = vec4(0.);
|
||||
${verticalBlurPyramid
|
||||
.map(
|
||||
(_, index) =>
|
||||
`total += texture2D(tex_${index}, vUV) * ${levelStrengths[index]};`
|
||||
)
|
||||
.join("\n")}
|
||||
gl_FragColor = total * bloomStrength + texture2D(tex, vUV);
|
||||
}
|
||||
`,
|
||||
uniforms: Object.assign(
|
||||
{
|
||||
tex: input
|
||||
},
|
||||
Object.fromEntries(
|
||||
verticalBlurPyramid.map((fbo, index) => [`tex_${index}`, fbo])
|
||||
)
|
||||
),
|
||||
framebuffer: fbo
|
||||
});
|
||||
|
||||
return {
|
||||
fbo,
|
||||
resize: (viewportWidth, viewportHeight) => {
|
||||
resizePyramid(
|
||||
highPassPyramid,
|
||||
viewportWidth,
|
||||
viewportHeight,
|
||||
config.bloomSize
|
||||
);
|
||||
resizePyramid(
|
||||
horizontalBlurPyramid,
|
||||
viewportWidth,
|
||||
viewportHeight,
|
||||
config.bloomSize
|
||||
);
|
||||
resizePyramid(
|
||||
verticalBlurPyramid,
|
||||
viewportWidth,
|
||||
viewportHeight,
|
||||
config.bloomSize
|
||||
);
|
||||
fbo.resize(viewportWidth, viewportHeight);
|
||||
},
|
||||
render: () => {
|
||||
highPassPyramid.forEach(fbo => highPass({ fbo, tex: input }));
|
||||
horizontalBlurPyramid.forEach((fbo, index) =>
|
||||
blur({ fbo, tex: highPassPyramid[index], direction: [1, 0] })
|
||||
);
|
||||
verticalBlurPyramid.forEach((fbo, index) =>
|
||||
blur({
|
||||
fbo,
|
||||
tex: horizontalBlurPyramid[index],
|
||||
direction: [0, 1]
|
||||
})
|
||||
);
|
||||
combineBloom();
|
||||
}
|
||||
};
|
||||
};
|
||||
118
js/colorPass.js
Normal file
118
js/colorPass.js
Normal file
@@ -0,0 +1,118 @@
|
||||
import { makePassFBO } from "./utils.js";
|
||||
|
||||
const colorizeByPalette = regl =>
|
||||
regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D paletteColorData;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
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() {
|
||||
gl_FragColor = texture2D( paletteColorData, vec2( texture2D( tex, vUV ).r - rand( gl_FragCoord.xy, time ) * ditherMagnitude, 0.0 ) );
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
ditherMagnitude: 0.05
|
||||
}
|
||||
});
|
||||
|
||||
const colorizeByStripes = regl =>
|
||||
regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D stripeColorData;
|
||||
uniform float ditherMagnitude;
|
||||
varying vec2 vUV;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
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);
|
||||
}
|
||||
|
||||
void main() {
|
||||
float value = texture2D(tex, vUV).r;
|
||||
vec3 value2 = texture2D(stripeColorData, vUV).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
|
||||
gl_FragColor = vec4(value2 * value, 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
ditherMagnitude: 0.1
|
||||
}
|
||||
});
|
||||
|
||||
const colorizeByImage = regl =>
|
||||
regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D backgroundTex;
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(texture2D(backgroundTex, vUV).rgb * (pow(texture2D(tex, vUV).r, 1.5) * 0.995 + 0.005), 1.0);
|
||||
}
|
||||
`,
|
||||
uniforms: {
|
||||
backgroundTex: regl.prop("backgroundTex")
|
||||
}
|
||||
});
|
||||
|
||||
const colorizersByEffect = {
|
||||
plain: colorizeByPalette,
|
||||
customStripes: colorizeByStripes,
|
||||
stripes: colorizeByStripes,
|
||||
image: colorizeByImage
|
||||
};
|
||||
|
||||
export default (regl, config, inputFBO) => {
|
||||
const fbo = makePassFBO(regl);
|
||||
|
||||
if (config.effect === "none") {
|
||||
return {
|
||||
fbo: inputFBO,
|
||||
resize: () => {},
|
||||
render: () => {}
|
||||
};
|
||||
}
|
||||
|
||||
const colorize = regl({
|
||||
uniforms: {
|
||||
tex: regl.prop("tex")
|
||||
},
|
||||
framebuffer: fbo
|
||||
});
|
||||
|
||||
const colorizer = (config.effect in colorizersByEffect
|
||||
? colorizersByEffect[config.effect]
|
||||
: colorizeByPalette)(regl);
|
||||
|
||||
return {
|
||||
fbo,
|
||||
resize: fbo.resize,
|
||||
render: resources => {
|
||||
colorize(
|
||||
{
|
||||
tex: inputFBO
|
||||
},
|
||||
() => colorizer(resources)
|
||||
);
|
||||
}
|
||||
};
|
||||
};
|
||||
307
js/config.js
Normal file
307
js/config.js
Normal file
@@ -0,0 +1,307 @@
|
||||
const fonts = {
|
||||
coptic: {
|
||||
glyphTexURL: "coptic_msdf.png",
|
||||
glyphSequenceLength: 32,
|
||||
numFontColumns: 8
|
||||
},
|
||||
gothic: {
|
||||
glyphTexURL: "gothic_msdf.png",
|
||||
glyphSequenceLength: 27,
|
||||
numFontColumns: 8
|
||||
},
|
||||
matrixcode: {
|
||||
glyphTexURL: "matrixcode_msdf.png",
|
||||
glyphSequenceLength: 57,
|
||||
numFontColumns: 8
|
||||
}
|
||||
};
|
||||
|
||||
const versions = {
|
||||
paradise: {
|
||||
...fonts.coptic,
|
||||
bloomRadius: 1.15,
|
||||
bloomStrength: 1.75,
|
||||
highPassThreshold: 0,
|
||||
cycleSpeed: 0.05,
|
||||
cycleStyleName: "cycleFasterWhenDimmed",
|
||||
cursorEffectThreshold: 1,
|
||||
brightnessOffset: 0.0,
|
||||
brightnessMultiplier: 1.0,
|
||||
fallSpeed: 0.05,
|
||||
glyphEdgeCrop: 0.0,
|
||||
glyphHeightToWidth: 1,
|
||||
hasSun: true,
|
||||
hasThunder: false,
|
||||
isPolar: true,
|
||||
rippleTypeName: "circle",
|
||||
rippleThickness: 0.2,
|
||||
rippleScale: 30,
|
||||
rippleSpeed: 0.2,
|
||||
numColumns: 30,
|
||||
palette: [
|
||||
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
|
||||
{ rgb: [0.52, 0.17, 0.05], at: 0.4 },
|
||||
{ rgb: [0.82, 0.37, 0.12], at: 0.7 },
|
||||
{ rgb: [1.0, 0.74, 0.29], at: 0.9 },
|
||||
{ rgb: [1.0, 0.9, 0.8], at: 1.0 }
|
||||
],
|
||||
raindropLength: 0.5,
|
||||
slant: 0
|
||||
},
|
||||
nightmare: {
|
||||
...fonts.gothic,
|
||||
bloomRadius: 0.8,
|
||||
bloomStrength: 1,
|
||||
highPassThreshold: 0.5,
|
||||
cycleSpeed: 0.02,
|
||||
cycleStyleName: "cycleFasterWhenDimmed",
|
||||
cursorEffectThreshold: 1,
|
||||
brightnessOffset: 0.0,
|
||||
brightnessMultiplier: 1.0,
|
||||
fallSpeed: 2.0,
|
||||
glyphEdgeCrop: 0.0,
|
||||
glyphHeightToWidth: 1,
|
||||
hasSun: false,
|
||||
hasThunder: true,
|
||||
isPolar: false,
|
||||
rippleTypeName: null,
|
||||
rippleThickness: 0.2,
|
||||
rippleScale: 30,
|
||||
rippleSpeed: 0.2,
|
||||
numColumns: 60,
|
||||
palette: [
|
||||
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
|
||||
{ rgb: [0.52, 0.0, 0.0], at: 0.2 },
|
||||
{ rgb: [0.82, 0.05, 0.05], at: 0.4 },
|
||||
{ rgb: [1.0, 0.6, 0.3], at: 0.8 },
|
||||
{ rgb: [1.0, 1.0, 0.9], at: 1.0 }
|
||||
],
|
||||
raindropLength: 0.6,
|
||||
slant: 360 / 16
|
||||
},
|
||||
classic: {
|
||||
...fonts.matrixcode,
|
||||
bloomRadius: 0.5,
|
||||
bloomStrength: 1,
|
||||
highPassThreshold: 0.3,
|
||||
cycleSpeed: 1,
|
||||
cycleStyleName: "cycleFasterWhenDimmed",
|
||||
cursorEffectThreshold: 1,
|
||||
brightnessOffset: 0.0,
|
||||
brightnessMultiplier: 1.0,
|
||||
fallSpeed: 1,
|
||||
glyphEdgeCrop: 0.0,
|
||||
glyphHeightToWidth: 1,
|
||||
hasSun: false,
|
||||
hasThunder: false,
|
||||
isPolar: false,
|
||||
rippleTypeName: null,
|
||||
rippleThickness: 0.2,
|
||||
rippleScale: 30,
|
||||
rippleSpeed: 0.2,
|
||||
numColumns: 80,
|
||||
palette: [
|
||||
{ rgb: [0 / 255, 0 / 255, 0 / 255], at: 0 / 16 },
|
||||
{ rgb: [6 / 255, 16 / 255, 8 / 255], at: 1 / 16 },
|
||||
{ rgb: [11 / 255, 28 / 255, 15 / 255], at: 2 / 16 },
|
||||
{ rgb: [17 / 255, 41 / 255, 23 / 255], at: 3 / 16 },
|
||||
{ rgb: [20 / 255, 58 / 255, 31 / 255], at: 4 / 16 },
|
||||
{ rgb: [23 / 255, 84 / 255, 39 / 255], at: 5 / 16 },
|
||||
{ rgb: [30 / 255, 113 / 255, 48 / 255], at: 6 / 16 },
|
||||
{ rgb: [43 / 255, 142 / 255, 60 / 255], at: 7 / 16 },
|
||||
{ rgb: [57 / 255, 160 / 255, 72 / 255], at: 8 / 16 },
|
||||
{ rgb: [70 / 255, 175 / 255, 81 / 255], at: 9 / 16 },
|
||||
{ rgb: [75 / 255, 187 / 255, 85 / 255], at: 10 / 16 },
|
||||
{ rgb: [78 / 255, 196 / 255, 91 / 255], at: 11 / 16 },
|
||||
{ rgb: [83 / 255, 203 / 255, 102 / 255], at: 12 / 16 },
|
||||
{ rgb: [92 / 255, 212 / 255, 114 / 255], at: 13 / 16 },
|
||||
{ rgb: [109 / 255, 223 / 255, 130 / 255], at: 14 / 16 },
|
||||
{ rgb: [129 / 255, 232 / 255, 148 / 255], at: 15 / 16 },
|
||||
{ rgb: [140 / 255, 235 / 255, 157 / 255], at: 16 / 16 }
|
||||
],
|
||||
raindropLength: 1,
|
||||
slant: 0
|
||||
},
|
||||
operator: {
|
||||
...fonts.matrixcode,
|
||||
bloomRadius: 0.3,
|
||||
bloomStrength: 0.75,
|
||||
highPassThreshold: 0.0,
|
||||
cycleSpeed: 0.05,
|
||||
cycleStyleName: "cycleRandomly",
|
||||
cursorEffectThreshold: 0.466,
|
||||
brightnessOffset: 0.25,
|
||||
brightnessMultiplier: 0.0,
|
||||
fallSpeed: 0.6,
|
||||
glyphEdgeCrop: 0.15,
|
||||
glyphHeightToWidth: 1.35,
|
||||
hasSun: false,
|
||||
hasThunder: false,
|
||||
isPolar: false,
|
||||
rippleTypeName: "box",
|
||||
rippleThickness: 0.2,
|
||||
rippleScale: 30,
|
||||
rippleSpeed: 0.2,
|
||||
numColumns: 108,
|
||||
palette: [
|
||||
{ rgb: [0.0, 0.0, 0.0], at: 0.0 },
|
||||
{ rgb: [0.18, 0.9, 0.35], at: 0.6 },
|
||||
{ rgb: [0.9, 1.0, 0.9], at: 1.0 }
|
||||
],
|
||||
raindropLength: 1.5,
|
||||
slant: 0
|
||||
}
|
||||
};
|
||||
versions.throwback = versions.operator;
|
||||
versions["1999"] = versions.classic;
|
||||
|
||||
export default (searchString, makePaletteTexture) => {
|
||||
const urlParams = new URLSearchParams(searchString);
|
||||
const getParam = (keyOrKeys, defaultValue) => {
|
||||
if (Array.isArray(keyOrKeys)) {
|
||||
const keys = keyOrKeys;
|
||||
const key = keys.find(key => urlParams.has(key));
|
||||
return key != null ? urlParams.get(key) : defaultValue;
|
||||
} else {
|
||||
const key = keyOrKeys;
|
||||
return urlParams.has(key) ? urlParams.get(key) : defaultValue;
|
||||
}
|
||||
};
|
||||
|
||||
const versionName = getParam("version", "classic");
|
||||
const version =
|
||||
versions[versionName] == null ? versions.classic : versions[versionName];
|
||||
|
||||
const config = { ...version };
|
||||
|
||||
config.animationSpeed = parseFloat(getParam("animationSpeed", 1));
|
||||
config.fallSpeed *= parseFloat(getParam("fallSpeed", 1));
|
||||
config.cycleSpeed *= parseFloat(getParam("cycleSpeed", 1));
|
||||
config.numColumns = parseInt(getParam("width", config.numColumns));
|
||||
config.raindropLength = parseFloat(
|
||||
getParam(["raindropLength", "dropLength"], config.raindropLength)
|
||||
);
|
||||
config.glyphSequenceLength = config.glyphSequenceLength;
|
||||
config.slant =
|
||||
(parseFloat(getParam(["slant", "angle"], config.slant)) * Math.PI) / 180;
|
||||
config.slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
|
||||
config.slantScale =
|
||||
1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
|
||||
config.glyphEdgeCrop = parseFloat(getParam("encroach", config.glyphEdgeCrop));
|
||||
config.glyphHeightToWidth = parseFloat(
|
||||
getParam("stretch", config.glyphHeightToWidth)
|
||||
);
|
||||
config.cursorEffectThreshold = getParam(
|
||||
"cursorEffectThreshold",
|
||||
config.cursorEffectThreshold
|
||||
);
|
||||
config.bloomSize = Math.max(
|
||||
0.01,
|
||||
Math.min(1, parseFloat(getParam("bloomSize", 0.5)))
|
||||
);
|
||||
config.effect = getParam("effect", "plain");
|
||||
config.brightnessChangeBias =
|
||||
config.animationSpeed * config.fallSpeed == 0
|
||||
? 1
|
||||
: Math.min(1, Math.abs(config.animationSpeed * config.fallSpeed));
|
||||
config.backgroundImage = getParam(
|
||||
"url",
|
||||
"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg"
|
||||
);
|
||||
config.customStripes = getParam(
|
||||
"colors",
|
||||
"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,"
|
||||
)
|
||||
.split(",")
|
||||
.map(parseFloat);
|
||||
config.showComputationTexture = config.effect === "none";
|
||||
|
||||
switch (config.cycleStyleName) {
|
||||
case "cycleFasterWhenDimmed":
|
||||
config.cycleStyle = 0;
|
||||
break;
|
||||
case "cycleRandomly":
|
||||
default:
|
||||
config.cycleStyle = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (config.rippleTypeName) {
|
||||
case "box":
|
||||
config.rippleType = 0;
|
||||
break;
|
||||
case "circle":
|
||||
config.rippleType = 1;
|
||||
break;
|
||||
default:
|
||||
config.rippleType = -1;
|
||||
}
|
||||
|
||||
const PALETTE_SIZE = 2048;
|
||||
const paletteColors = Array(PALETTE_SIZE);
|
||||
const sortedEntries = version.palette
|
||||
.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
|
||||
];
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
config.paletteColorData = makePaletteTexture(
|
||||
paletteColors.flat().map(i => i * 0xff)
|
||||
);
|
||||
|
||||
let stripeColors = [0, 0, 0];
|
||||
|
||||
if (config.effect === "pride") {
|
||||
config.effect = "stripes";
|
||||
config.customStripes = [
|
||||
[1, 0, 0],
|
||||
[1, 0.5, 0],
|
||||
[1, 1, 0],
|
||||
[0, 1, 0],
|
||||
[0, 0, 1],
|
||||
[0.8, 0, 1]
|
||||
].flat();
|
||||
}
|
||||
|
||||
if (config.effect === "customStripes" || config.effect === "stripes") {
|
||||
const numFlagColors = Math.floor(config.customStripes.length / 3);
|
||||
stripeColors = config.customStripes.slice(0, numFlagColors * 3);
|
||||
}
|
||||
|
||||
config.stripeColorData = makePaletteTexture(
|
||||
stripeColors.map(f => Math.floor(f * 0xff))
|
||||
);
|
||||
|
||||
const uniforms = Object.fromEntries(
|
||||
Object.entries(config).filter(([key, value]) => {
|
||||
const type = typeof (Array.isArray(value) ? value[0] : value);
|
||||
return type !== "string" && type !== "object";
|
||||
})
|
||||
);
|
||||
|
||||
return [config, uniforms];
|
||||
};
|
||||
300
js/renderer.js
Normal file
300
js/renderer.js
Normal file
@@ -0,0 +1,300 @@
|
||||
import { makePassFBO } from "./utils.js";
|
||||
|
||||
export default (regl, config) => {
|
||||
const state = Array(2)
|
||||
.fill()
|
||||
.map(() =>
|
||||
regl.framebuffer({
|
||||
color: regl.texture({
|
||||
radius: config.numColumns,
|
||||
wrapT: "clamp",
|
||||
type: "half float"
|
||||
}),
|
||||
depthStencil: false
|
||||
})
|
||||
);
|
||||
|
||||
const fbo = makePassFBO(regl);
|
||||
|
||||
const update = regl({
|
||||
frag: `
|
||||
precision highp float;
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform float numColumns;
|
||||
uniform sampler2D lastState;
|
||||
|
||||
uniform bool hasSun;
|
||||
uniform bool hasThunder;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
uniform float brightnessChangeBias;
|
||||
uniform float brightnessMultiplier;
|
||||
uniform float brightnessOffset;
|
||||
uniform float cursorEffectThreshold;
|
||||
|
||||
uniform float time;
|
||||
uniform float animationSpeed;
|
||||
uniform float cycleSpeed;
|
||||
uniform float fallSpeed;
|
||||
uniform float raindropLength;
|
||||
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float numFontColumns;
|
||||
uniform int cycleStyle;
|
||||
|
||||
uniform float rippleScale;
|
||||
uniform float rippleSpeed;
|
||||
uniform float rippleThickness;
|
||||
uniform int rippleType;
|
||||
|
||||
float max2(vec2 v) {
|
||||
return max(v.x, v.y);
|
||||
}
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
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);
|
||||
}
|
||||
|
||||
vec2 rand2(vec2 p) {
|
||||
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
|
||||
}
|
||||
|
||||
highp float blast( const in float x, const in float power ) {
|
||||
return pow(pow(pow(x, power), power), power);
|
||||
}
|
||||
|
||||
float ripple(vec2 uv, float simTime) {
|
||||
if (rippleType == -1) {
|
||||
return 0.;
|
||||
}
|
||||
|
||||
float rippleTime = (simTime * 0.5 + 0.2 * sin(simTime)) * rippleSpeed + 1.;
|
||||
|
||||
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
|
||||
vec2 ripplePos = uv + offset;
|
||||
float rippleDistance;
|
||||
if (rippleType == 0) {
|
||||
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
|
||||
} else if (rippleType == 1) {
|
||||
rippleDistance = length(ripplePos);
|
||||
}
|
||||
|
||||
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
|
||||
|
||||
if (rippleValue > 0. && rippleValue < rippleThickness) {
|
||||
return 0.75;
|
||||
} else {
|
||||
return 0.;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = gl_FragCoord.xy / numColumns;
|
||||
|
||||
float columnTimeOffset = rand(vec2(gl_FragCoord.x, 0.0));
|
||||
float columnSpeedOffset = rand(vec2(gl_FragCoord.x + 0.1, 0.0));
|
||||
|
||||
vec4 data = texture2D( lastState, uv );
|
||||
|
||||
bool isInitializing = length(data) == 0.;
|
||||
|
||||
if (isInitializing) {
|
||||
data = vec4(
|
||||
rand(uv),
|
||||
showComputationTexture ? 0.5 : rand(uv),
|
||||
0.,
|
||||
0.
|
||||
);
|
||||
}
|
||||
|
||||
float brightness = data.r;
|
||||
float glyphCycle = data.g;
|
||||
|
||||
float simTime = time * animationSpeed;
|
||||
float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * columnSpeedOffset) * 0.2);
|
||||
float glyphTime = (gl_FragCoord.y * 0.01 + columnTime) / raindropLength;
|
||||
|
||||
float value = 1.0 - fract((glyphTime + 0.3 * sin(SQRT_2 * glyphTime) + 0.2 * sin(SQRT_5 * glyphTime)));
|
||||
|
||||
float newBrightness = 3.0 * log(value * 1.25);
|
||||
|
||||
if (hasSun) {
|
||||
newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
|
||||
}
|
||||
|
||||
if (hasThunder) {
|
||||
vec2 distVec = (gl_FragCoord.xy / numColumns - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
|
||||
float thunder = (blast(sin(SQRT_5 * simTime), 10.0) + blast(sin(SQRT_2 * simTime), 10.0));
|
||||
thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
|
||||
|
||||
newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
|
||||
|
||||
if (newBrightness > brightness) {
|
||||
brightness = newBrightness;
|
||||
} else {
|
||||
brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
|
||||
}
|
||||
} else if (isInitializing) {
|
||||
brightness = newBrightness;
|
||||
} else {
|
||||
brightness = mix(brightness, newBrightness, brightnessChangeBias);
|
||||
}
|
||||
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
|
||||
} else if (cycleStyle == 0) {
|
||||
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
}
|
||||
|
||||
glyphCycle = fract(glyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
|
||||
float symbol = floor(glyphSequenceLength * glyphCycle);
|
||||
float symbolX = mod(symbol, numFontColumns);
|
||||
float symbolY = ((numFontColumns - 1.0) - (symbol - symbolX) / numFontColumns);
|
||||
|
||||
float effect = 0.;
|
||||
|
||||
effect += ripple(gl_FragCoord.xy / numColumns * 2.0 - 1.0, simTime);
|
||||
|
||||
if (brightness >= cursorEffectThreshold) {
|
||||
effect = 1.0;
|
||||
}
|
||||
|
||||
if (brightness > -1.) {
|
||||
brightness = brightness * brightnessMultiplier + brightnessOffset;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
gl_FragColor.r = brightness;
|
||||
gl_FragColor.g = glyphCycle;
|
||||
|
||||
if (showComputationTexture) {
|
||||
// Better use of the blue channel, for show and tell
|
||||
gl_FragColor.b = min(1.0, glyphCycleSpeed);
|
||||
gl_FragColor.a = 1.0;
|
||||
} else {
|
||||
gl_FragColor.b = symbolY * numFontColumns + symbolX;
|
||||
gl_FragColor.a = effect;
|
||||
}
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
lastState: ({ tick }) => state[tick % 2]
|
||||
},
|
||||
|
||||
framebuffer: ({ tick }) => state[(tick + 1) % 2]
|
||||
});
|
||||
|
||||
const render = regl({
|
||||
vert: `
|
||||
attribute vec2 aPosition;
|
||||
uniform float width;
|
||||
uniform float height;
|
||||
varying vec2 vUV;
|
||||
void main() {
|
||||
vUV = aPosition / 2.0 + 0.5;
|
||||
vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
|
||||
gl_Position = vec4( size * aPosition, 0.0, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
frag: `
|
||||
#define PI 3.14159265359
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D msdfTex;
|
||||
uniform sampler2D lastState;
|
||||
uniform float numColumns;
|
||||
uniform float numFontColumns;
|
||||
uniform vec2 slantVec;
|
||||
uniform float slantScale;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphEdgeCrop;
|
||||
|
||||
uniform bool isPolar;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = vUV;
|
||||
|
||||
if (isPolar) {
|
||||
uv -= 0.5;
|
||||
uv *= 0.5;
|
||||
uv.y -= 0.5;
|
||||
float radius = length(uv);
|
||||
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
||||
uv = vec2(angle * 4. - 0.5, 1.25 - radius * 1.5);
|
||||
} else {
|
||||
uv = vec2(
|
||||
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
||||
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
||||
) * slantScale + 0.5;
|
||||
}
|
||||
|
||||
uv.y /= glyphHeightToWidth;
|
||||
|
||||
vec4 glyph = texture2D(lastState, uv);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = glyph;
|
||||
return;
|
||||
}
|
||||
|
||||
// Unpack the values from the font texture
|
||||
float brightness = glyph.r;
|
||||
|
||||
float effect = glyph.a;
|
||||
brightness = max(effect, brightness);
|
||||
|
||||
float symbolIndex = glyph.b;
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, numFontColumns), floor(symbolIndex / numFontColumns));
|
||||
vec2 glyphUV = fract(uv * numColumns);
|
||||
glyphUV -= 0.5;
|
||||
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV += 0.5;
|
||||
vec3 dist = texture2D(msdfTex, (glyphUV + symbolUV) / numFontColumns).rgb;
|
||||
|
||||
// The rest is straight up MSDF
|
||||
float sigDist = median3(dist) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
msdfTex: regl.prop("msdfTex"),
|
||||
height: regl.context("viewportWidth"),
|
||||
width: regl.context("viewportHeight"),
|
||||
lastState: ({ tick }) => state[tick % 2]
|
||||
},
|
||||
|
||||
framebuffer: fbo
|
||||
});
|
||||
|
||||
return {
|
||||
resize: fbo.resize,
|
||||
fbo,
|
||||
update,
|
||||
render
|
||||
};
|
||||
};
|
||||
91
js/utils.js
Normal file
91
js/utils.js
Normal file
@@ -0,0 +1,91 @@
|
||||
const makePassTexture = regl =>
|
||||
regl.texture({
|
||||
width: 1,
|
||||
height: 1,
|
||||
type: "half float",
|
||||
wrap: "clamp",
|
||||
min: "linear",
|
||||
mag: "linear"
|
||||
});
|
||||
|
||||
const makePassFBO = regl => regl.framebuffer({ color: makePassTexture(regl) });
|
||||
|
||||
const makePyramid = (regl, height) =>
|
||||
Array(height)
|
||||
.fill()
|
||||
.map(_ => makePassFBO(regl));
|
||||
|
||||
const resizePyramid = (pyramid, vw, vh, scale) =>
|
||||
pyramid.forEach((fbo, index) =>
|
||||
fbo.resize(
|
||||
Math.floor((vw * scale) / 2 ** index),
|
||||
Math.floor((vh * scale) / 2 ** index)
|
||||
)
|
||||
);
|
||||
|
||||
const loadImages = async (regl, manifest) => {
|
||||
const keys = Object.keys(manifest);
|
||||
const urls = Object.values(manifest);
|
||||
const images = await Promise.all(urls.map(url => loadImage(regl, url)));
|
||||
return Object.fromEntries(images.map((image, index) => [keys[index], image]));
|
||||
};
|
||||
|
||||
const loadImage = async (regl, url) => {
|
||||
if (url == null) {
|
||||
return null;
|
||||
}
|
||||
const image = new Image();
|
||||
image.crossOrigin = "anonymous";
|
||||
image.src = url;
|
||||
await image.decode();
|
||||
return regl.texture({
|
||||
data: image,
|
||||
mag: "linear",
|
||||
min: "linear",
|
||||
flipY: true
|
||||
});
|
||||
};
|
||||
|
||||
const makeFullScreenQuad = (regl, uniforms) =>
|
||||
regl({
|
||||
vert: `
|
||||
precision mediump float;
|
||||
attribute vec2 aPosition;
|
||||
varying vec2 vUV;
|
||||
void main() {
|
||||
vUV = 0.5 * (aPosition + 1.0);
|
||||
gl_Position = vec4(aPosition, 0, 1);
|
||||
}
|
||||
`,
|
||||
|
||||
frag: `
|
||||
precision mediump float;
|
||||
varying vec2 vUV;
|
||||
uniform sampler2D tex;
|
||||
void main() {
|
||||
gl_FragColor = texture2D(tex, vUV);
|
||||
}
|
||||
`,
|
||||
|
||||
attributes: {
|
||||
aPosition: [-4, -4, 4, -4, 0, 4]
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
...uniforms,
|
||||
time: regl.context("time")
|
||||
},
|
||||
|
||||
depth: { enable: false },
|
||||
count: 3
|
||||
});
|
||||
|
||||
export {
|
||||
makePassTexture,
|
||||
makePassFBO,
|
||||
makePyramid,
|
||||
resizePyramid,
|
||||
loadImage,
|
||||
loadImages,
|
||||
makeFullScreenQuad
|
||||
};
|
||||
Reference in New Issue
Block a user