mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Added ripple effect.
This commit is contained in:
50
index.html
50
index.html
@@ -45,13 +45,15 @@
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const versions = {
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paradise: {
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bloom: {
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radius: 1,
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strength: 4,
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radius: 1.15,
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strength: 3.5,
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threshold: 0
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},
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cycleSpeed: 0.05,
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cycleStyle: "cycleFasterWhenDimmed",
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brightnessThreshold: 0,
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessMultiplier: 1.0,
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fallSpeed: 0.05,
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font: fonts.coptic,
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glyphEdgeCrop: 0.0,
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@@ -59,7 +61,11 @@
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hasSun: true,
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hasThunder: false,
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isPolar: true,
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numColumns: 50,
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rippleType: "circle",
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rippleThickness: 0.2,
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rippleScale: 30,
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rippleSpeed: 0.2,
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numColumns: 30,
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palette: [
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{r: 0.00, g: 0.00, b: 0.00, at: 0.0},
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{r: 0.52, g: 0.17, b: 0.05, at: 0.4},
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@@ -78,7 +84,9 @@
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},
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cycleSpeed: 0.02,
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cycleStyle: "cycleFasterWhenDimmed",
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brightnessThreshold: 0,
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessMultiplier: 1.0,
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fallSpeed: 2.0,
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font: fonts.gothic,
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glyphEdgeCrop: 0.0,
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@@ -86,6 +94,10 @@
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hasSun: false,
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hasThunder: true,
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isPolar: false,
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rippleType: null,
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rippleThickness: 0.2,
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rippleScale: 30,
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rippleSpeed: 0.2,
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numColumns: 60,
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palette: [
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{r: 0.00, g: 0.00, b: 0.00, at: 0.0},
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@@ -105,7 +117,9 @@
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},
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cycleSpeed: 1,
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cycleStyle: "cycleFasterWhenDimmed",
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brightnessThreshold: 0,
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessMultiplier: 1.0,
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fallSpeed: 1,
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font: fonts.matrixcode,
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glyphEdgeCrop: 0.0,
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@@ -113,6 +127,10 @@
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hasSun: false,
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hasThunder: false,
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isPolar: false,
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rippleType: null,
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rippleThickness: 0.2,
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rippleScale: 30,
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rippleSpeed: 0.2,
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numColumns: 80,
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palette: [
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{r: 0/255, g: 0/255, b: 0/255, at: 0/16},
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@@ -142,9 +160,11 @@
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strength: 1.45,
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threshold: 0.0
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},
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cycleSpeed: 0.4,
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cycleSpeed: 0.05,
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cycleStyle: "cycleRandomly",
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brightnessThreshold: 0.6375,
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cursorEffectThreshold: 0.466,
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brightnessOffset: 0.25,
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brightnessMultiplier: 0.0,
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fallSpeed: 0.6,
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font: fonts.matrixcode,
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glyphEdgeCrop: 0.15,
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@@ -152,6 +172,10 @@
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hasSun: false,
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hasThunder: false,
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isPolar: false,
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rippleType: "box",
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rippleThickness: 0.2,
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rippleScale: 30,
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rippleSpeed: 0.2,
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numColumns: 108,
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palette: [
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{r: 0.00, g: 0.00, b: 0.00, at: 0.0},
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@@ -187,7 +211,7 @@
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const slant = parseFloat(getParam(["slant", "angle"], version.slant)) * Math.PI / 180;
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const glyphEdgeCrop = parseFloat(getParam("encroach", version.glyphEdgeCrop));
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const glyphHeightToWidth = parseFloat(getParam("stretch", version.glyphHeightToWidth));
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const brightnessThreshold = getParam("brightnessThreshold", version.brightnessThreshold);
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const cursorEffectThreshold = getParam("cursorEffectThreshold", version.cursorEffectThreshold);
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const effect = getParam("effect", "plain");
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@@ -206,7 +230,7 @@
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const matrixRenderer = makeMatrixRenderer(renderer, {
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animationSpeed, fallSpeed, cycleSpeed,
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cycleStyle: version.cycleStyle,
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brightnessThreshold,
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cursorEffectThreshold,
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fontTexture,
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glyphSequenceLength: version.font.sequenceLength,
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glyphEdgeCrop,
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@@ -214,6 +238,12 @@
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hasSun: version.hasSun,
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hasThunder: version.hasThunder,
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isPolar: version.isPolar,
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rippleType: version.rippleType,
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rippleThickness: version.rippleThickness,
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rippleScale: version.rippleScale,
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rippleSpeed: version.rippleSpeed,
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brightnessMultiplier: version.brightnessMultiplier,
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brightnessOffset: version.brightnessOffset,
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numColumns,
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numFontColumns,
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raindropLength,
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@@ -10,10 +10,16 @@ const makeMatrixRenderer = (renderer, {
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slant,
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glyphHeightToWidth,
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glyphEdgeCrop,
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brightnessThreshold,
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cursorEffectThreshold,
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showComputationTexture,
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raindropLength,
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cycleStyle
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cycleStyle,
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rippleType,
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rippleScale,
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rippleSpeed,
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rippleThickness,
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brightnessMultiplier,
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brightnessOffset,
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}) => {
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const matrixRenderer = {};
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const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
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@@ -35,18 +41,36 @@ const glyphVariable = gpuCompute.addVariable(
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"glyph",
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`
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precision highp float;
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#define PI 3.14159265359
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform float time;
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uniform float deltaTime;
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uniform float animationSpeed;
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uniform float fallSpeed;
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uniform float cycleSpeed;
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uniform bool hasSun;
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uniform bool hasThunder;
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uniform bool showComputationTexture;
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uniform float brightnessChangeBias;
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uniform float brightnessMultiplier;
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uniform float brightnessOffset;
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uniform float cursorEffectThreshold;
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uniform float time;
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uniform float animationSpeed;
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uniform float cycleSpeed;
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uniform float deltaTime;
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uniform float fallSpeed;
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uniform float raindropLength;
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uniform float glyphHeightToWidth;
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uniform float glyphSequenceLength;
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uniform float numFontColumns;
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uniform float raindropLength;
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uniform int cycleStyle;
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uniform float rippleScale;
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uniform float rippleSpeed;
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uniform float rippleThickness;
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uniform int rippleType;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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@@ -54,10 +78,43 @@ const glyphVariable = gpuCompute.addVariable(
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return fract(sin(sn) * c);
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}
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float max2(vec2 v) {
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return max(v.x, v.y);
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}
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vec2 rand2(vec2 p) {
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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}
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highp float blast( const in float x, const in float power ) {
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return pow(pow(pow(x, power), power), power);
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}
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float ripple(vec2 uv, float simTime) {
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if (rippleType == -1) {
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return 0.;
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}
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float rippleTime = (simTime + 0.2 * sin(simTime * 2.0)) * rippleSpeed + 1.;
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vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
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vec2 ripplePos = uv + offset;
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float rippleDistance;
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if (rippleType == 0) {
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rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return 0.75;
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} else {
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return 0.;
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}
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}
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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@@ -79,11 +136,11 @@ const glyphVariable = gpuCompute.addVariable(
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float newBrightness = 3.0 * log(value * 1.25);
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#ifdef hasSun
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if (hasSun) {
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newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
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#endif
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}
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#ifdef hasThunder
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if (hasThunder) {
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vec2 distVec = (gl_FragCoord.xy / resolution.xy - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
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float thunder = (blast(sin(SQRT_5 * simTime * 2.0), 10.0) + blast(sin(SQRT_2 * simTime * 2.0), 10.0));
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thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
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@@ -95,34 +152,46 @@ const glyphVariable = gpuCompute.addVariable(
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
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}
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#else
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias);
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#endif
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}
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float glyphCycleSpeed = 0.0;
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#ifdef cycleFasterWhenDimmed
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if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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#endif
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#ifdef cycleRandomly
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if (cycleStyle == 1) {
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glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
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#endif
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} else if (cycleStyle == 0) {
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if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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}
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glyphCycle = fract(glyphCycle + deltaTime * cycleSpeed * 0.2 * glyphCycleSpeed);
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, numFontColumns);
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float symbolY = ((numFontColumns - 1.0) - (symbol - symbolX) / numFontColumns);
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float effect = 0.;
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effect += ripple(gl_FragCoord.xy / resolution.xy * 2.0 - 1.0, simTime);
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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}
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if (brightness > -1.) {
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brightness = brightness * brightnessMultiplier + brightnessOffset;
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}
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragColor.r = brightness;
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gl_FragColor.g = glyphCycle;
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#ifdef showComputationTexture
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if (showComputationTexture) {
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// Better use of the blue channel, for show and tell
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gl_FragColor.b = min(1.0, glyphCycleSpeed);
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gl_FragColor.a = 1.0;
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#else
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gl_FragColor.b = symbolX / numFontColumns;
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gl_FragColor.a = symbolY / numFontColumns;
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#endif
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} else {
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gl_FragColor.b = symbolY * numFontColumns + symbolX;
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gl_FragColor.a = effect;
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}
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}
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`
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,
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@@ -130,7 +199,31 @@ const glyphVariable = gpuCompute.addVariable(
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);
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gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
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const brightnessChangeBias = (brightnessThreshold <= 0) ? (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed)) : 1;
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const brightnessChangeBias = (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed));
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let cycleStyleInt;
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switch (cycleStyle) {
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case "cycleFasterWhenDimmed":
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cycleStyleInt = 0;
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break;
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case "cycleRandomly":
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default:
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cycleStyleInt = 1;
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break;
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}
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let rippleTypeInt;
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switch (rippleType) {
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case "box":
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rippleTypeInt = 0;
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break;
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case "circle":
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rippleTypeInt = 1;
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break;
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default:
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rippleTypeInt = -1;
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}
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Object.assign(glyphVariable.material.uniforms, {
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time: { type: "f", value: 0 },
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deltaTime: { type: "f", value: 0.01 },
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@@ -141,27 +234,19 @@ const glyphVariable = gpuCompute.addVariable(
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numFontColumns: {type: "f", value: numFontColumns },
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raindropLength: {type: "f", value: raindropLength },
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brightnessChangeBias: { type: "f", value: brightnessChangeBias },
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rippleThickness: { type: "f", value: rippleThickness},
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rippleScale: { type: "f", value: rippleScale},
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rippleSpeed: { type: "f", value: rippleSpeed},
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cursorEffectThreshold: { type: "f", value: cursorEffectThreshold},
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brightnessMultiplier: { type: "f", value: brightnessMultiplier},
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brightnessOffset: { type: "f", value: brightnessOffset},
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glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
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hasSun: { type: "b", value: hasSun },
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hasThunder: { type: "b", value: hasThunder },
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rippleType: { type: "i", value: rippleTypeInt },
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showComputationTexture: { type: "b", value: showComputationTexture },
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cycleStyle: { type: "i", value: cycleStyleInt },
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});
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if (hasThunder) {
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glyphVariable.material.defines.hasThunder = 1.0;
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}
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if (hasSun) {
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glyphVariable.material.defines.hasSun = 1.0;
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}
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if (showComputationTexture) {
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glyphVariable.material.defines.showComputationTexture = 1.0;
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}
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switch (cycleStyle) {
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case "cycleFasterWhenDimmed":
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glyphVariable.material.defines.cycleFasterWhenDimmed = 1.0;
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break;
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case "cycleRandomly":
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default:
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glyphVariable.material.defines.cycleRandomly = 1.0;
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break;
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}
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const error = gpuCompute.init();
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if ( error !== null ) {
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@@ -182,6 +267,8 @@ const glyphVariable = gpuCompute.addVariable(
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slant: {type: "v2", value: new THREE.Vector2(Math.cos(slant), Math.sin(slant)) },
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glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
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glyphEdgeCrop: {type: "f", value: glyphEdgeCrop},
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isPolar: { type: "b", value: isPolar },
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showComputationTexture: { type: "b", value: showComputationTexture },
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},
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vertexShader: `
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attribute vec2 uv;
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@@ -207,6 +294,10 @@ const glyphVariable = gpuCompute.addVariable(
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uniform vec2 slant;
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uniform float glyphHeightToWidth;
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uniform float glyphEdgeCrop;
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uniform bool isPolar;
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uniform bool showComputationTexture;
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varying vec2 vUV;
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float median(float r, float g, float b) {
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@@ -217,43 +308,42 @@ const glyphVariable = gpuCompute.addVariable(
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vec2 uv = vUV;
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uv = vec2(
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(uv.x - 0.5) * slant.x + (uv.y - 0.5) * slant.y,
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(uv.y - 0.5) * slant.x - (uv.x - 0.5) * slant.y
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) * 0.75 + 0.5;
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#ifdef isPolar
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vec2 diff = uv - vec2(0.5, 1.25);
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float radius = length(diff);
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float angle = atan(diff.y, diff.x) + PI;
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uv = vec2(angle / PI, 1.0 - pow(radius * 0.75, 0.6));
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#endif
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if (isPolar) {
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uv -= 0.5;
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uv *= 0.5;
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uv.y -= 0.5;
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float radius = length(uv);
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
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uv = vec2(angle * 4. - 0.5, 1.25 - radius * 1.5);
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} else {
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uv = vec2(
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(uv.x - 0.5) * slant.x + (uv.y - 0.5) * slant.y,
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(uv.y - 0.5) * slant.x - (uv.x - 0.5) * slant.y
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) * 0.75 + 0.5;
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}
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uv.y /= glyphHeightToWidth;
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vec4 glyph = texture2D(glyphs, uv);
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#ifdef showComputationTexture
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if (showComputationTexture) {
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gl_FragColor = glyph;
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return;
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#endif
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}
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// Unpack the values from the font texture
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float brightness = glyph.r;
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#ifdef brightnessThreshold
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if (brightness < -1.0) { discard; return; }
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if (brightness > brightnessThreshold) {
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brightness *= 2.0;
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} else {
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brightness = 0.25;
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}
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#endif
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vec2 symbolUV = glyph.ba;
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float effect = glyph.a;
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brightness = max(effect, brightness);
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float symbolIndex = glyph.b;
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vec2 symbolUV = vec2(mod(symbolIndex, numFontColumns), floor(symbolIndex / numFontColumns));
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vec2 glyphUV = fract(uv * numColumns);
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glyphUV -= 0.5;
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV += 0.5;
|
||||
vec4 sample = texture2D(msdf, glyphUV / numFontColumns + symbolUV);
|
||||
vec4 sample = texture2D(msdf, (glyphUV + symbolUV) / numFontColumns);
|
||||
|
||||
// The rest is straight up MSDF
|
||||
float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
|
||||
@@ -266,18 +356,6 @@ const glyphVariable = gpuCompute.addVariable(
|
||||
);
|
||||
mesh.frustumCulled = false;
|
||||
|
||||
if (isPolar) {
|
||||
mesh.material.defines.isPolar = 1.0;
|
||||
}
|
||||
|
||||
if (brightnessThreshold > 0) {
|
||||
mesh.material.defines.brightnessThreshold = brightnessThreshold;
|
||||
}
|
||||
|
||||
if (showComputationTexture) {
|
||||
mesh.material.defines.showComputationTexture = 1.0;
|
||||
}
|
||||
|
||||
scene.add( mesh );
|
||||
|
||||
let start = NaN;
|
||||
|
||||
Reference in New Issue
Block a user