mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 04:19:29 -07:00
Separated cursor and glint intensities from their colors, which can now safely reside in their color spaces.
This commit is contained in:
@@ -133,6 +133,8 @@ Now you know link fu. Here's a list of customization options:
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- `palette` — with the normal "palette" effect, you can specify the colors and placement of the colors along the color grade as alternating *R,G,B,%* numeric values, like so: [https://rezmason.github.io/matrix/?palette=0.1,0,0.2,0,0.2,0.5,0,0.5,1,0.7,0,1](https://rezmason.github.io/matrix/?palette=0.1,0,0.2,0,0.2,0.5,0,0.5,1,0.7,0,1)
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- `backgroundColor`, `cursorColor`, `glintColor` — other *R,G,B* values that apply to the corresponding parts of the effect.
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- `paletteHSL`, `stripeHSL`, `backgroundHSL`, `cursorHSL`, and `glintHSL` — the same as the above, except they use *H,S,L* (hue, saturation, lightness) instead of *R,G,B*.
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- `cursorIntensity`, — the brightness of cursors' glow. Can be any number greater than zero. Default is 2.0.
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- `glintIntensity` — the brightness of glint glow, if there is any glint. Can be any number greater than zero. Default is 1.0.
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- `url` - if you set the effect to "image", this is how you specify which image to load. It doesn't work with any URL; I suggest grabbing them from Wikipedia: [https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg](https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg)
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- `loops` - (WIP) if set to "true", this causes the effect to loop, so that it can be converted into a looping video.
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- `fps` — the framerate of the effect. Can be any number between 0 and 60. Default is 60.
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68
js/config.js
68
js/config.js
@@ -54,7 +54,7 @@ const fonts = {
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glyphMSDFURL: "assets/neomatrixology_msdf.png",
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glyphSequenceLength: 12,
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glyphTextureGridSize: [4, 4],
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}
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},
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};
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const textureURLs = {
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@@ -73,11 +73,13 @@ const defaults = {
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baseTexture: null, // The name of the texture to apply to the base layer of the glyphs
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glintTexture: null, // The name of the texture to apply to the glint layer of the glyphs
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useCamera: false,
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backgroundColor: { space: "rgb", values: [0, 0, 0] }, // The color "behind" the glyphs
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backgroundColor: hsl(0, 0, 0), // The color "behind" the glyphs
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isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
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cursorColor: { space: "rgb", values: [1.5, 2, 0.9] }, // The color of the cursor
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cursorColor: hsl(0.242, 1, 0.73), // The color of the cursor
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cursorIntensity: 2, // The intensity of the cursor
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isolateGlint: false, // Whether the "glint"— highlights on certain symbols in the font— should appear
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glintColor: { space: "rgb", values: [1, 1, 1] }, // The color of the glint
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glintColor: hsl(0, 0, 1), // The color of the glint
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glintIntensity: 1, // The intensity of the glint
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volumetric: false, // A mode where the raindrops appear in perspective
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animationSpeed: 1, // The global rate that all animations progress
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fps: 60, // The target frame rate (frames per second) of the effect
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@@ -143,10 +145,12 @@ const versions = {
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{ color: hsl(0.15, 0.9, 0.7), at: 0.7 },
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{ color: hsl(0.15, 0.9, 0.8), at: 0.8 },
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],
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cursorColor: rgb(2, 2, 1)
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cursorColor: hsl(0.167, 1, 0.75),
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cursorIntensity: 2,
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},
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operator: {
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cursorColor: { space: "rgb", values: [1.0, 3, 1.5] },
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cursorColor: hsl(0.375, 1, 0.66),
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cursorIntensity: 3,
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bloomSize: 0.6,
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bloomStrength: 0.75,
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highPassThreshold: 0.0,
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@@ -212,7 +216,8 @@ const versions = {
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resurrections: {
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font: "resurrections",
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glyphEdgeCrop: 0.1,
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cursorColor: { space: "rgb", values: [1.4, 2, 1.2] },
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cursorColor: hsl(0.292, 1, 0.8),
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cursorIntensity: 2,
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baseBrightness: -0.7,
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baseContrast: 1.17,
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highPassThreshold: 0,
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@@ -231,9 +236,11 @@ const versions = {
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glintTexture: "metal",
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baseTexture: "pixels",
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glyphEdgeCrop: 0.1,
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cursorColor: { space: "rgb", values: [1.4, 2, 1.2] },
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cursorColor: hsl(0.292, 1, 0.8),
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cursorIntensity: 2,
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isolateGlint: true,
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glintColor: { space: "rgb", values: [3, 2.5, 0.6] },
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glintColor: hsl(0.131, 1, 0.6),
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glintIntensity: 3,
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glintBrightness: -0.5,
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glintContrast: 1.5,
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baseBrightness: -0.4,
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@@ -258,9 +265,11 @@ const versions = {
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glintTexture: "mesh",
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baseTexture: "metal",
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glyphEdgeCrop: 0.1,
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cursorColor: { space: "rgb", values: [1.4, 2, 1.4] },
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cursorColor: hsl(0.333, 1, 0.85),
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cursorIntensity: 2,
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isolateGlint: true,
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glintColor: { space: "rgb", values: [0, 2, 0.8] },
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glintColor: hsl(0.4, 1, 0.5),
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glintIntensity: 2,
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glintBrightness: -1.5,
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glintContrast: 3,
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baseBrightness: -0.3,
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@@ -285,9 +294,11 @@ const versions = {
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glintTexture: "sand",
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baseTexture: "metal",
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glyphEdgeCrop: 0.1,
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cursorColor: { space: "rgb", values: [0.6, 1, 2] },
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cursorColor: hsl(0.619, 1, 0.65),
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cursorIntensity: 2,
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isolateGlint: true,
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glintColor: { space: "rgb", values: [0.6, 1.2, 3] },
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glintColor: hsl(0.625, 1, 0.6),
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glintIntensity: 3,
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glintBrightness: -1,
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glintContrast: 3,
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baseBrightness: -0.3,
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@@ -323,7 +334,8 @@ const versions = {
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},
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twilight: {
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font: "huberfishD",
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cursorColor: { space: "rgb", values: [1.5, 1, 0.9] },
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cursorColor: hsl(0.167, 1, 0.8),
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cursorIntensity: 1.5,
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bloomStrength: 0.1,
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numColumns: 50,
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raindropLength: 0.9,
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@@ -342,9 +354,11 @@ const versions = {
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font: "resurrections",
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glintTexture: "metal",
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glyphEdgeCrop: 0.1,
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cursorColor: { space: "rgb", values: [1.4, 2, 1.2] },
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cursorColor: hsl(0.292, 1, 0.8),
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cursorIntensity: 2,
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isolateGlint: true,
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glintColor: { space: "rgb", values: [3, 2.5, 0.6] },
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glintColor: hsl(0.131, 1, 0.6),
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glintIntensity: 3,
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glintBrightness: -0.5,
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glintContrast: 1.5,
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baseBrightness: -0.4,
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@@ -474,6 +488,16 @@ const paramMapping = {
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cursorHSL: { key: "cursorColor", parser: parseColor(true) },
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glintHSL: { key: "glintColor", parser: parseColor(true) },
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cursorIntensity: {
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key: "cursorIntensity",
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parser: (s) => nullNaN(range(parseFloat(s), 0, Infinity)),
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},
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glyphIntensity: {
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key: "glyphIntensity",
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parser: (s) => nullNaN(range(parseFloat(s), 0, Infinity)),
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},
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volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
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loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
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fps: { key: "fps", parser: (s) => nullNaN(range(parseFloat(s), 0, 60)) },
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@@ -503,11 +527,19 @@ export default (urlParams) => {
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if (validParams.effect != null) {
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if (validParams.cursorColor == null) {
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validParams.cursorColor = { space: "rgb", values: [2, 2, 2] };
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validParams.cursorColor = hsl(0, 0, 1);
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}
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if (validParams.cursorIntensity == null) {
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validParams.cursorIntensity = 2;
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}
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if (validParams.glintColor == null) {
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validParams.glintColor = { space: "rgb", values: [1, 1, 1] };
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validParams.glintColor = hsl(0, 0, 1);
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}
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if (validParams.glyphIntensity == null) {
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validParams.glyphIntensity = 1;
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}
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}
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@@ -57,7 +57,7 @@ const makePalette = (regl, entries) => {
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const paletteTex = makePalette(regl, config.palette);
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const { backgroundColor, cursorColor, glintColor, ditherMagnitude } = config;
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const { backgroundColor, cursorColor, glintColor, cursorIntensity, glintIntensity, ditherMagnitude } = config;
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const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
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@@ -68,6 +68,8 @@ export default ({ regl, config }, inputs) => {
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backgroundColor: colorToRGB(backgroundColor),
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cursorColor: colorToRGB(cursorColor),
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glintColor: colorToRGB(glintColor),
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cursorIntensity,
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glintIntensity,
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ditherMagnitude,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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@@ -30,7 +30,7 @@ const prideStripeColors = [
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, cursorColor, glintColor, ditherMagnitude } = config;
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const { backgroundColor, cursorColor, glintColor, cursorIntensity, glintIntensity, ditherMagnitude } = config;
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// Expand and convert stripe colors into 1D texture data
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const stripeColors = "stripeColors" in config ? config.stripeColors : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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@@ -48,6 +48,8 @@ export default ({ regl, config }, inputs) => {
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backgroundColor: colorToRGB(backgroundColor),
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cursorColor: colorToRGB(cursorColor),
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glintColor: colorToRGB(glintColor),
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cursorIntensity,
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glintIntensity,
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ditherMagnitude,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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@@ -100,6 +100,8 @@ export default ({ config, device, timeBuffer }) => {
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backgroundColor: colorToRGB(config.backgroundColor),
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cursorColor: colorToRGB(config.cursorColor),
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glintColor: colorToRGB(config.glintColor),
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cursorIntensity: config.cursorIntensity,
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glintIntensity: config.glintIntensity,
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});
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const paletteUniforms = paletteShaderUniforms.Palette;
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@@ -75,6 +75,8 @@ export default ({ config, device, timeBuffer }) => {
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backgroundColor: colorToRGB(config.backgroundColor),
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cursorColor: colorToRGB(config.cursorColor),
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glintColor: colorToRGB(config.glintColor),
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cursorIntensity: config.cursorIntensity,
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glintIntensity: config.glintIntensity,
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});
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})();
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@@ -7,6 +7,7 @@ uniform sampler2D paletteTex;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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uniform float cursorIntensity, glintIntensity;
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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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@@ -30,8 +31,8 @@ void main() {
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// Map the brightness to a position in the palette texture
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gl_FragColor = vec4(
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texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
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+ min(cursorColor * brightness.g, vec3(1.0))
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+ min(glintColor * brightness.b, vec3(1.0))
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+ min(cursorColor * cursorIntensity * brightness.g, vec3(1.0))
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+ min(glintColor * glintIntensity * brightness.b, vec3(1.0))
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+ backgroundColor,
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1.0
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);
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@@ -7,6 +7,7 @@ uniform sampler2D stripeTex;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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uniform float cursorIntensity, glintIntensity;
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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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@@ -31,8 +32,8 @@ void main() {
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gl_FragColor = vec4(
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color * brightness.r
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+ min(cursorColor * brightness.g, vec3(1.0))
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+ min(glintColor * brightness.b, vec3(1.0))
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+ min(cursorColor * cursorIntensity * brightness.g, vec3(1.0))
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+ min(glintColor * glintIntensity * brightness.b, vec3(1.0))
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+ backgroundColor,
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1.0
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);
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@@ -3,6 +3,8 @@ struct Config {
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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glintColor : vec3<f32>,
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cursorIntensity : f32,
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glintIntensity : f32,
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};
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struct Palette {
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@@ -65,8 +67,8 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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textureStore(outputTex, coord, vec4<f32>(
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palette.colors[paletteIndex]
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+ min(config.cursorColor * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * brightness.b, vec3<f32>(1.0))
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+ min(config.cursorColor * config.cursorIntensity * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * config.glintIntensity * brightness.b, vec3<f32>(1.0))
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+ config.backgroundColor,
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1.0
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));
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@@ -3,6 +3,8 @@ struct Config {
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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glintColor : vec3<f32>,
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cursorIntensity : f32,
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glintIntensity : f32,
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};
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struct Time {
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@@ -60,8 +62,8 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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textureStore(outputTex, coord, vec4<f32>(
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color * brightness.r
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+ min(config.cursorColor * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * brightness.b, vec3<f32>(1.0))
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+ min(config.cursorColor * config.cursorIntensity * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * config.glintIntensity * brightness.b, vec3<f32>(1.0))
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+ config.backgroundColor,
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1.0
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));
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