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https://github.com/Rezmason/matrix.git
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Fixing the asterisk glyph in the font and glyph sets.
Adding the megacity glyph to the font and added a megacity glyph set. Fixed a bug in the rain pass's fragment shader that caused glyphs in the last column to go missing
This commit is contained in:
11
TODO.txt
11
TODO.txt
@@ -1,5 +1,11 @@
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TODO:
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Resurrections
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Support random glyph order
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Support annomaly streaks
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Eventually improve expanded new glyph set
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Make font
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WebGPU
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Try https://github.com/brendan-duncan/wgsl_reflect
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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@@ -22,11 +28,6 @@ gpu-buffer, working title
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Capture expected requirements down the road, make roadmap
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License it and put it somewhere else
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Resurrection
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Modified glyph order?
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New glyphs?
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Good luck with that, champ
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Zion Control's matrix variant
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From Reloaded
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BIN
assets/Matrix-Code.ttf
Executable file → Normal file
BIN
assets/Matrix-Code.ttf
Executable file → Normal file
Binary file not shown.
Binary file not shown.
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Before Width: | Height: | Size: 81 KiB After Width: | Height: | Size: 84 KiB |
BIN
assets/megacity_msdf.png
Normal file
BIN
assets/megacity_msdf.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 103 KiB |
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Before Width: | Height: | Size: 237 KiB After Width: | Height: | Size: 240 KiB |
@@ -17,6 +17,12 @@ const fonts = {
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glyphSequenceLength: 57,
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glyphTextureGridSize: [8, 8],
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},
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megacity: {
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// The glyphs seen in the film trilogy
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glyphTexURL: "assets/megacity_msdf.png",
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glyphSequenceLength: 64,
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glyphTextureGridSize: [8, 8],
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},
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resurrections: {
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// The glyphs seen in the film trilogy
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glyphTexURL: "assets/resurrections_msdf.png",
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@@ -94,6 +100,9 @@ const defaults = {
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const versions = {
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classic: {},
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megacity: {
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font: "megacity"
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},
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operator: {
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bloomStrength: 0.75,
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highPassThreshold: 0.0,
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@@ -25,8 +25,9 @@ float median3(vec3 i) {
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vec2 getSymbolUV(float glyphCycle) {
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float symbol = floor((glyphSequenceLength) * glyphCycle) + 1.0;
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float symbolX = mod(symbol, glyphTextureGridSize.x) - 1.0;
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float symbolY = glyphTextureGridSize.y - 1.0 - (mod(floor(symbol / glyphTextureGridSize.x), glyphTextureGridSize.y));
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float symbolX = mod(symbol, glyphTextureGridSize.x);
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float symbolY = mod(floor(symbol / glyphTextureGridSize.x), glyphTextureGridSize.y);
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symbolY = glyphTextureGridSize.y - symbolY - 1.0;
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return vec2(symbolX, symbolY);
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}
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@@ -377,6 +377,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % config.glyphTextureGridSize.x;
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var symbolY = symbol / config.glyphTextureGridSize.x;
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// TODO: make sure this is working properly, it had a bug in the GLSL for a while.
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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