mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Crushed down the config, removed a ton more inessential stuff
This commit is contained in:
5
TODO.txt
5
TODO.txt
@@ -1,9 +1,6 @@
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TODO:
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Simplify!
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Pare down config
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Get rid of everything inessential
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Remove features
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Remove subsystems
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Get as much into one file as you possibly can
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Remove regl
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Record WebGL debug calls
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78
index.html
78
index.html
@@ -27,83 +27,7 @@
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width: 100vw;
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height: 100vh;
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}
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p {
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color: hsl(108, 90%, 70%);
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text-shadow: hsl(108, 90%, 40%) 1px 0 10px;
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}
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.notice {
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margin-top: 10em;
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animation: fadeInAnimation ease 3s;
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animation-iteration-count: 1;
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animation-fill-mode: forwards;
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}
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@keyframes fadeInAnimation {
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0% {
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opacity: 0;
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}
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100% {
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opacity: 1;
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}
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}
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.pill {
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display: inline-block;
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background: gray;
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border: 0.3em solid lightgray;
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font-size: 1rem;
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font-family: monospace;
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color: white;
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padding: 0.5em 1em;
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border-radius: 2em;
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min-width: 6rem;
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margin: 3em;
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text-decoration: none;
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cursor: pointer;
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text-transform: uppercase;
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font-weight: bold;
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}
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.blue {
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background: linear-gradient(skyblue, blue, black, black, darkblue);
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border-color: darkblue;
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color: lightblue;
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}
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.blue:hover {
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border-color: blue;
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color: white;
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}
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.red {
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background: linear-gradient(lightpink, crimson, black, black, darkred);
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border-color: darkred;
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color: lightpink;
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}
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.red:hover {
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border-color: crimson;
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color: white;
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}
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</style>
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</head>
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<body>
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<!--
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This is an implementation of the green code seen in The Matrix film and video game franchise.
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This project demonstrates five concepts:
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1. Drawing to floating point frame buffer objects, or 'FBO's,
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for performing computation and post-processing
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2. GPU-side computation, with fragment shaders
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updating two alternating FBOs
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3. Rendering crisp "vector" graphics, with a multiple-channel
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signed distance field (or 'MSDF')
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4. Creating a blur/bloom effect from a texture pyramid
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5. Color mapping with noise, to hide banding
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For more information, please visit: https://github.com/Rezmason/matrix
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-->
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<script type="module" src="js/main.js"></script>
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</body>
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<body><script type="module" src="js/main.js"></script></body>
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</html>
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109
js/bloomPass.js
109
js/bloomPass.js
@@ -1,12 +1,7 @@
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import { loadText, makePassFBO, makePass } from "./utils.js";
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// The bloom pass is basically an added high-pass blur.
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// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
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const pyramidHeight = 5;
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// A pyramid is just an array of FBOs, where each FBO is half the width
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// and half the height of the FBO below it.
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const makePyramid = (regl, height, halfFloat) =>
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Array(height)
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.fill()
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@@ -15,28 +10,33 @@ const makePyramid = (regl, height, halfFloat) =>
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const resizePyramid = (pyramid, vw, vh, scale) =>
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pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
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export default ({ regl, config }, inputs) => {
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const { bloomStrength, bloomSize, highPassThreshold } = config;
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const enabled = bloomSize > 0 && bloomStrength > 0;
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export default ({ regl }, inputs) => {
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const bloomStrength = 0.7; // The intensity of the bloom
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const bloomSize = 0.4; // The amount the bloom calculation is scaled
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const highPassThreshold = 0.1; // The minimum brightness that is still blurred
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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return makePass({
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primary: inputs.primary,
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bloom: makePassFBO(regl),
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});
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}
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const highPassPyramid = makePyramid(regl, pyramidHeight);
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const hBlurPyramid = makePyramid(regl, pyramidHeight);
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const vBlurPyramid = makePyramid(regl, pyramidHeight);
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const output = makePassFBO(regl);
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// Build three pyramids of FBOs, one for each step in the process
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/glsl/bloomPass.highPass.frag.glsl");
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const highPass = regl({
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frag: regl.prop("frag"),
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frag: `
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precision mediump float;
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uniform sampler2D tex;
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uniform float highPassThreshold;
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varying vec2 vUV;
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void main() {
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vec4 color = texture2D(tex, vUV);
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if (color.r < highPassThreshold) color.r = 0.0;
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if (color.g < highPassThreshold) color.g = 0.0;
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if (color.b < highPassThreshold) color.b = 0.0;
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gl_FragColor = color;
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}
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`,
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uniforms: {
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highPassThreshold,
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tex: regl.prop("tex"),
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@@ -44,14 +44,26 @@ export default ({ regl, config }, inputs) => {
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framebuffer: regl.prop("fbo"),
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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const blurFrag = loadText("shaders/glsl/bloomPass.blur.frag.glsl");
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const blur = regl({
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frag: regl.prop("frag"),
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frag: `
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precision mediump float;
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uniform float width, height;
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uniform sampler2D tex;
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uniform vec2 direction;
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varying vec2 vUV;
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void main() {
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vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
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gl_FragColor =
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texture2D(tex, vUV) * 0.442 +
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(
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texture2D(tex, vUV + direction / max(width, height) * size) +
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texture2D(tex, vUV - direction / max(width, height) * size)
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) * 0.279;
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}
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`,
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uniforms: {
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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@@ -62,9 +74,24 @@ export default ({ regl, config }, inputs) => {
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});
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// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
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const combineFrag = loadText("shaders/glsl/bloomPass.combine.frag.glsl");
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const combine = regl({
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frag: regl.prop("frag"),
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frag: `
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precision mediump float;
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uniform sampler2D pyr_0, pyr_1, pyr_2, pyr_3, pyr_4;
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uniform float bloomStrength;
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varying vec2 vUV;
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void main() {
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vec4 total = vec4(0.);
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total += texture2D(pyr_0, vUV) * 0.96549;
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total += texture2D(pyr_1, vUV) * 0.92832;
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total += texture2D(pyr_2, vUV) * 0.88790;
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total += texture2D(pyr_3, vUV) * 0.84343;
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total += texture2D(pyr_4, vUV) * 0.79370;
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gl_FragColor = total * bloomStrength;
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}
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`,
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uniforms: {
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bloomStrength,
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...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
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@@ -77,7 +104,7 @@ export default ({ regl, config }, inputs) => {
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primary: inputs.primary,
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bloom: output,
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},
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Promise.all([highPassFrag.loaded, blurFrag.loaded]),
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null,
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, bloomSize);
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@@ -85,21 +112,17 @@ export default ({ regl, config }, inputs) => {
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resizePyramid(vBlurPyramid, w, h, bloomSize);
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output.resize(w, h);
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},
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(shouldRender) => {
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if (!shouldRender) {
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return;
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}
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() => {
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: i === 0 ? inputs.primary : highPassPyramid[i - 1] });
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blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
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highPass({ fbo: highPassFBO, tex: i === 0 ? inputs.primary : highPassPyramid[i - 1] });
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blur({ fbo: hBlurFBO, tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, tex: hBlurFBO, direction: [0, 1] });
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}
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combine({ frag: combineFrag.text() });
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combine();
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}
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);
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};
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@@ -1,12 +0,0 @@
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export default ({ space, values }) => {
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if (space === "rgb") {
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return values;
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}
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const [hue, saturation, lightness] = values;
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const a = saturation * Math.min(lightness, 1 - lightness);
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const f = (n) => {
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const k = (n + hue * 12) % 12;
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return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
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};
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return [f(0), f(8), f(4)];
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};
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79
js/main.js
79
js/main.js
@@ -1,47 +1,3 @@
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const hsl = (...values) => ({ space: "hsl", values });
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const config = {
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glyphMSDFURL: "assets/matrixcode_msdf.png",
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glyphSequenceLength: 57,
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glyphTextureGridSize: [8, 8],
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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: 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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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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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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forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
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bloomStrength: 0.7, // The intensity of the bloom
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bloomSize: 0.4, // The amount the bloom calculation is scaled
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highPassThreshold: 0.1, // The minimum brightness that is still blurred
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cycleSpeed: 0.03, // The speed glyphs change
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cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
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baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied
|
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baseContrast: 1.1, // The contrast of the glyphs, before any effects are applied
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glintBrightness: -1.5, // The brightness of the glints, before any effects are applied
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glintContrast: 2.5, // The contrast of the glints, before any effects are applied
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brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0.
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brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible
|
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ditherMagnitude: 0.05, // The magnitude of the random per-pixel dimming
|
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fallSpeed: 0.3, // The speed the raindrops progress downwards
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glyphEdgeCrop: 0.0, // The border around a glyph in a font texture that should be cropped out
|
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glyphHeightToWidth: 1, // The aspect ratio of glyphs
|
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glyphVerticalSpacing: 1, // The ratio of the vertical distance between glyphs to their height
|
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numColumns: 80, // The maximum dimension of the glyph grid
|
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palette: [
|
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// The color palette that glyph brightness is color mapped to
|
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{ color: hsl(0.3, 0.9, 0.0), at: 0.0 },
|
||||
{ color: hsl(0.3, 0.9, 0.2), at: 0.2 },
|
||||
{ color: hsl(0.3, 0.9, 0.7), at: 0.7 },
|
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{ color: hsl(0.3, 0.9, 0.8), at: 0.8 },
|
||||
],
|
||||
raindropLength: 0.75, // Adjusts the frequency of raindrops (and their length) in a column
|
||||
resolution: 0.75, // An overall scale multiplier
|
||||
useHalfFloat: false,
|
||||
};
|
||||
|
||||
const canvas = document.createElement("canvas");
|
||||
document.body.appendChild(canvas);
|
||||
document.addEventListener("touchmove", (e) => e.preventDefault(), {
|
||||
@@ -70,8 +26,8 @@ const init = async () => {
|
||||
|
||||
const resize = () => {
|
||||
const devicePixelRatio = window.devicePixelRatio ?? 1;
|
||||
canvas.width = Math.ceil(canvas.clientWidth * devicePixelRatio * config.resolution);
|
||||
canvas.height = Math.ceil(canvas.clientHeight * devicePixelRatio * config.resolution);
|
||||
canvas.width = Math.ceil(canvas.clientWidth * devicePixelRatio * 0.75);
|
||||
canvas.height = Math.ceil(canvas.clientHeight * devicePixelRatio * 0.75);
|
||||
};
|
||||
window.onresize = resize;
|
||||
if (document.fullscreenEnabled || document.webkitFullscreenEnabled) {
|
||||
@@ -97,37 +53,14 @@ const init = async () => {
|
||||
|
||||
// All this takes place in a full screen quad.
|
||||
const fullScreenQuad = makeFullScreenQuad(regl);
|
||||
const context = { regl, config };
|
||||
const pipeline = makePipeline(context, [makeRain, makeBloomPass, makePalettePass]);
|
||||
const pipeline = makePipeline({ regl }, [makeRain, makeBloomPass, makePalettePass]);
|
||||
const screenUniforms = { tex: pipeline[pipeline.length - 1].outputs.primary };
|
||||
const drawToScreen = regl({ uniforms: screenUniforms });
|
||||
await Promise.all(pipeline.map((step) => step.ready));
|
||||
|
||||
const targetFrameTimeMilliseconds = 1000 / config.fps;
|
||||
let last = NaN;
|
||||
|
||||
const render = ({ viewportWidth, viewportHeight }) => {
|
||||
if (config.once) {
|
||||
tick.cancel();
|
||||
}
|
||||
|
||||
const now = regl.now() * 1000;
|
||||
|
||||
if (isNaN(last)) {
|
||||
last = now;
|
||||
}
|
||||
|
||||
const shouldRender = config.fps >= 60 || now - last >= targetFrameTimeMilliseconds || config.once == true;
|
||||
|
||||
if (shouldRender) {
|
||||
while (now - targetFrameTimeMilliseconds > last) {
|
||||
last += targetFrameTimeMilliseconds;
|
||||
}
|
||||
}
|
||||
|
||||
if (config.useCamera) {
|
||||
cameraTex(cameraCanvas);
|
||||
}
|
||||
if (dimensions.width !== viewportWidth || dimensions.height !== viewportHeight) {
|
||||
dimensions.width = viewportWidth;
|
||||
dimensions.height = viewportHeight;
|
||||
@@ -137,17 +70,17 @@ const init = async () => {
|
||||
}
|
||||
fullScreenQuad(() => {
|
||||
for (const step of pipeline) {
|
||||
step.execute(shouldRender);
|
||||
step.execute();
|
||||
}
|
||||
drawToScreen();
|
||||
});
|
||||
};
|
||||
|
||||
render({viewportWidth: 1, viewportHeight: 1});
|
||||
render({ viewportWidth: 1, viewportHeight: 1 });
|
||||
|
||||
const tick = regl.frame(render);
|
||||
};
|
||||
|
||||
document.body.onload = () => {
|
||||
init();
|
||||
}
|
||||
};
|
||||
|
||||
@@ -1,79 +1,54 @@
|
||||
import colorToRGB from "./colorToRGB.js";
|
||||
import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
// Maps the brightness of the rendered rain and bloom to colors
|
||||
// in a 1D gradient palette texture generated from the passed-in color sequence
|
||||
|
||||
// This shader introduces noise into the renders, to avoid banding
|
||||
|
||||
const makePalette = (regl, entries) => {
|
||||
const PALETTE_SIZE = 2048;
|
||||
const paletteColors = Array(PALETTE_SIZE);
|
||||
|
||||
// Convert HSL gradient into sorted RGB gradient, capping the ends
|
||||
const sortedEntries = entries
|
||||
.slice()
|
||||
.sort((e1, e2) => e1.at - e2.at)
|
||||
.map((entry) => ({
|
||||
rgb: colorToRGB(entry.color),
|
||||
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,
|
||||
});
|
||||
|
||||
// Interpolate between the sorted RGB entries to generate
|
||||
// the palette texture data
|
||||
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,
|
||||
];
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return make1DTexture(
|
||||
regl,
|
||||
paletteColors.map((rgb) => [...rgb, 1])
|
||||
);
|
||||
};
|
||||
|
||||
// The rendered texture's values are mapped to colors in a palette texture.
|
||||
// A little noise is introduced, to hide the banding that appears
|
||||
// in subtle gradients. The noise is also time-driven, so its grain
|
||||
// won't persist across subsequent frames. This is a safe trick
|
||||
// in screen space.
|
||||
|
||||
export default ({ regl, config }, inputs) => {
|
||||
const output = makePassFBO(regl, config.useHalfFloat);
|
||||
const paletteTex = makePalette(regl, config.palette);
|
||||
const { backgroundColor, cursorColor, glintColor, cursorIntensity, glintIntensity, ditherMagnitude } = config;
|
||||
|
||||
const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
|
||||
import { make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
export default ({ regl }, inputs) => {
|
||||
const output = makePassFBO(regl);
|
||||
const render = regl({
|
||||
frag: regl.prop("frag"),
|
||||
frag: `
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex, bloomTex, paletteTex;
|
||||
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() {
|
||||
vec4 primary = texture2D(tex, vUV);
|
||||
vec4 bloom = texture2D(bloomTex, vUV);
|
||||
vec4 brightness = primary + bloom - rand( gl_FragCoord.xy, time ) * 0.0167;
|
||||
gl_FragColor = vec4(
|
||||
texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
|
||||
+ min(vec3(0.756, 1.0, 0.46) * brightness.g * 2.0, vec3(1.0)),
|
||||
1.0
|
||||
);
|
||||
}
|
||||
`,
|
||||
uniforms: {
|
||||
backgroundColor: colorToRGB(backgroundColor),
|
||||
cursorColor: colorToRGB(cursorColor),
|
||||
glintColor: colorToRGB(glintColor),
|
||||
cursorIntensity,
|
||||
glintIntensity,
|
||||
ditherMagnitude,
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
paletteTex,
|
||||
paletteTex: make1DTexture(regl, [
|
||||
[0.0, 0.0, 0.0, 1.0],
|
||||
[0.03, 0.13, 0.0, 1.0],
|
||||
[0.06, 0.25, 0.01, 1.0],
|
||||
[0.09, 0.38, 0.02, 1.0],
|
||||
[0.15, 0.46, 0.07, 1.0],
|
||||
[0.21, 0.54, 0.13, 1.0],
|
||||
[0.28, 0.63, 0.19, 1.0],
|
||||
[0.34, 0.71, 0.25, 1.0],
|
||||
[0.41, 0.8, 0.31, 1.0],
|
||||
[0.47, 0.88, 0.37, 1.0],
|
||||
[0.53, 0.97, 0.43, 1.0],
|
||||
[0.61, 0.97, 0.52, 1.0],
|
||||
[0.69, 0.98, 0.62, 1.0],
|
||||
[0.69, 0.98, 0.62, 1.0],
|
||||
[0.69, 0.98, 0.62, 1.0],
|
||||
[0.69, 0.98, 0.62, 1.0],
|
||||
]),
|
||||
},
|
||||
framebuffer: output,
|
||||
});
|
||||
@@ -82,12 +57,8 @@ export default ({ regl, config }, inputs) => {
|
||||
{
|
||||
primary: output,
|
||||
},
|
||||
palettePassFrag.loaded,
|
||||
null,
|
||||
(w, h) => output.resize(w, h),
|
||||
(shouldRender) => {
|
||||
if (shouldRender) {
|
||||
render({ frag: palettePassFrag.text() });
|
||||
}
|
||||
}
|
||||
() => render()
|
||||
);
|
||||
};
|
||||
|
||||
273
js/rainPass.js
273
js/rainPass.js
@@ -1,21 +1,4 @@
|
||||
import { loadImage, loadText, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js";
|
||||
|
||||
const extractEntries = (src, keys) => Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
|
||||
|
||||
// These compute buffers are used to compute the properties of cells in the grid.
|
||||
// They take turns being the source and destination of a "compute" shader.
|
||||
// The half float data type is crucial! It lets us store almost any real number,
|
||||
// whereas the default type limits us to integers between 0 and 255.
|
||||
|
||||
// These double buffers are smaller than the screen, because their pixels correspond
|
||||
// with cells in the grid, and the cells' glyphs are much larger than a pixel.
|
||||
const makeComputeDoubleBuffer = (regl, height, width) =>
|
||||
makeDoubleBuffer(regl, {
|
||||
width,
|
||||
height,
|
||||
wrapT: "clamp",
|
||||
type: "half float",
|
||||
});
|
||||
import { loadImage, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js";
|
||||
|
||||
const numVerticesPerQuad = 2 * 3;
|
||||
const tlVert = [0, 0];
|
||||
@@ -24,26 +7,108 @@ const blVert = [1, 0];
|
||||
const brVert = [1, 1];
|
||||
const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
|
||||
|
||||
export default ({ regl, config }) => {
|
||||
const [numRows, numColumns] = [config.numColumns, config.numColumns];
|
||||
export default ({ regl }) => {
|
||||
const size = 80; // The maximum dimension of the glyph grid
|
||||
|
||||
const commonUniforms = {
|
||||
...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
|
||||
numColumns,
|
||||
numRows,
|
||||
glyphSequenceLength: 57,
|
||||
glyphTextureGridSize: [8, 8],
|
||||
numColumns: size,
|
||||
numRows: size,
|
||||
};
|
||||
|
||||
const computeDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
|
||||
const rainPassCompute = loadText("shaders/glsl/rainPass.compute.frag.glsl");
|
||||
const computeUniforms = {
|
||||
...commonUniforms,
|
||||
...extractEntries(config, ["fallSpeed", "raindropLength"]),
|
||||
...extractEntries(config, ["cycleSpeed", "cycleFrameSkip"]),
|
||||
};
|
||||
const computeDoubleBuffer = makeDoubleBuffer(regl, {
|
||||
width: size,
|
||||
height: size,
|
||||
wrapT: "clamp",
|
||||
type: "half float",
|
||||
});
|
||||
|
||||
const compute = regl({
|
||||
frag: regl.prop("frag"),
|
||||
frag: `
|
||||
precision highp float;
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform sampler2D previousComputeState;
|
||||
|
||||
uniform float numColumns, numRows;
|
||||
uniform float time, tick;
|
||||
uniform float fallSpeed, cycleSpeed;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float raindropLength;
|
||||
|
||||
// Helper functions for generating randomness, borrowed from elsewhere
|
||||
|
||||
highp float randomFloat( 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 wobble(float x) {
|
||||
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
|
||||
}
|
||||
|
||||
float getRainBrightness(float simTime, vec2 glyphPos) {
|
||||
float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
|
||||
float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
|
||||
float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
|
||||
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
|
||||
rainTime = wobble(rainTime);
|
||||
return 1.0 - fract(rainTime);
|
||||
}
|
||||
|
||||
vec2 computeRaindrop(float simTime, vec2 glyphPos) {
|
||||
float brightness = getRainBrightness(simTime, glyphPos);
|
||||
float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
|
||||
bool cursor = brightness > brightnessBelow;
|
||||
return vec2(brightness, cursor);
|
||||
}
|
||||
|
||||
vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
|
||||
|
||||
float previousSymbol = previous.r;
|
||||
float previousAge = previous.g;
|
||||
bool resetGlyph = isFirstFrame;
|
||||
if (resetGlyph) {
|
||||
previousAge = randomFloat(screenPos + 0.5);
|
||||
previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
|
||||
}
|
||||
float age = previousAge;
|
||||
float symbol = previousSymbol;
|
||||
if (mod(tick, 1.0) == 0.) {
|
||||
age += cycleSpeed;
|
||||
if (age >= 1.) {
|
||||
symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
|
||||
age = fract(age);
|
||||
}
|
||||
}
|
||||
|
||||
return vec2(symbol, age);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
|
||||
vec2 raindrop = computeRaindrop(time, glyphPos);
|
||||
|
||||
bool isFirstFrame = tick <= 1.;
|
||||
vec4 previous = texture2D( previousComputeState, screenPos );
|
||||
vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
|
||||
vec2 symbol = computeSymbol(time, isFirstFrame, glyphPos, screenPos, previousSymbol);
|
||||
gl_FragColor = vec4(raindrop, symbol);
|
||||
}
|
||||
|
||||
`,
|
||||
uniforms: {
|
||||
...computeUniforms,
|
||||
...commonUniforms,
|
||||
cycleSpeed: 0.03, // The speed glyphs change
|
||||
fallSpeed: 0.3, // The speed the raindrops progress downwards
|
||||
raindropLength: 0.75, // Adjusts the frequency of raindrops (and their length) in a column
|
||||
previousComputeState: computeDoubleBuffer.back,
|
||||
},
|
||||
|
||||
@@ -59,27 +124,8 @@ export default ({ regl, config }) => {
|
||||
);
|
||||
|
||||
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
|
||||
const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
|
||||
const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
|
||||
const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
|
||||
const output = makePassFBO(regl, config.useHalfFloat);
|
||||
const renderUniforms = {
|
||||
...commonUniforms,
|
||||
...extractEntries(config, [
|
||||
// vertex
|
||||
"forwardSpeed",
|
||||
"glyphVerticalSpacing",
|
||||
// fragment
|
||||
"baseBrightness",
|
||||
"baseContrast",
|
||||
"glintBrightness",
|
||||
"glintContrast",
|
||||
"brightnessThreshold",
|
||||
"brightnessOverride",
|
||||
"isolateCursor",
|
||||
"glyphEdgeCrop",
|
||||
]),
|
||||
};
|
||||
const glyphMSDF = loadImage(regl, "assets/matrixcode_msdf.png");
|
||||
const output = makePassFBO(regl);
|
||||
const render = regl({
|
||||
blend: {
|
||||
enable: true,
|
||||
@@ -88,18 +134,100 @@ export default ({ regl, config }) => {
|
||||
dst: "one",
|
||||
},
|
||||
},
|
||||
vert: regl.prop("vert"),
|
||||
frag: regl.prop("frag"),
|
||||
vert: `
|
||||
precision lowp float;
|
||||
|
||||
attribute vec2 aPosition, aCorner;
|
||||
uniform vec2 screenSize;
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vUV = aPosition + aCorner;
|
||||
gl_Position = vec4((aPosition + aCorner - 0.5) * 2.0 * screenSize, 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 computeState;
|
||||
uniform float numColumns, numRows;
|
||||
uniform sampler2D glyphMSDF;
|
||||
uniform float msdfPxRange;
|
||||
uniform vec2 glyphMSDFSize;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform vec2 glyphTextureGridSize;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
float modI(float a, float b) {
|
||||
float m = a - floor((a + 0.5) / b) * b;
|
||||
return floor(m + 0.5);
|
||||
}
|
||||
|
||||
vec3 getBrightness(vec2 raindrop, vec2 uv) {
|
||||
|
||||
float base = raindrop.r;
|
||||
bool isCursor = bool(raindrop.g);
|
||||
float glint = base;
|
||||
|
||||
base = base * 1.1 - 0.5;
|
||||
glint = glint * 2.5 - 1.5;
|
||||
|
||||
return vec3(
|
||||
(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
|
||||
glint
|
||||
);
|
||||
}
|
||||
|
||||
vec2 getSymbolUV(float index) {
|
||||
float symbolX = modI(index, glyphTextureGridSize.x);
|
||||
float symbolY = (index - symbolX) / glyphTextureGridSize.x;
|
||||
symbolY = glyphTextureGridSize.y - symbolY - 1.;
|
||||
return vec2(symbolX, symbolY);
|
||||
}
|
||||
|
||||
vec2 getSymbol(vec2 uv, float index) {
|
||||
// resolve UV to cropped position of glyph in MSDF texture
|
||||
uv = fract(uv * vec2(numColumns, numRows));
|
||||
uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
|
||||
|
||||
// MSDF: calculate brightness of fragment based on distance to shape
|
||||
vec2 symbol;
|
||||
{
|
||||
vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
|
||||
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
|
||||
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
|
||||
|
||||
float signedDistance = median3(texture2D(glyphMSDF, uv).rgb);
|
||||
float screenPxDistance = screenPxRange * (signedDistance - 0.5);
|
||||
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return symbol;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 data = texture2D(computeState, vUV);
|
||||
vec3 brightness = getBrightness(data.rg, vUV);
|
||||
vec2 symbol = getSymbol(vUV, data.b);
|
||||
gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
...renderUniforms,
|
||||
|
||||
...commonUniforms,
|
||||
computeState: computeDoubleBuffer.front,
|
||||
glyphMSDF: glyphMSDF.texture,
|
||||
|
||||
msdfPxRange: 4.0,
|
||||
glyphMSDFSize: () => [glyphMSDF.width(), glyphMSDF.height()],
|
||||
|
||||
screenSize: regl.prop("screenSize"),
|
||||
},
|
||||
|
||||
@@ -118,29 +246,20 @@ export default ({ regl, config }) => {
|
||||
{
|
||||
primary: output,
|
||||
},
|
||||
Promise.all([
|
||||
glyphMSDF.loaded,
|
||||
rainPassCompute.loaded,
|
||||
rainPassVert.loaded,
|
||||
rainPassFrag.loaded,
|
||||
]),
|
||||
Promise.all([glyphMSDF.loaded]),
|
||||
(w, h) => {
|
||||
output.resize(w, h);
|
||||
const aspectRatio = w / h;
|
||||
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
|
||||
},
|
||||
(shouldRender) => {
|
||||
compute({ frag: rainPassCompute.text() });
|
||||
|
||||
if (shouldRender) {
|
||||
regl.clear({
|
||||
depth: 1,
|
||||
color: [0, 0, 0, 1],
|
||||
framebuffer: output,
|
||||
});
|
||||
|
||||
render({ screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
|
||||
}
|
||||
() => {
|
||||
compute();
|
||||
regl.clear({
|
||||
depth: 1,
|
||||
color: [0, 0, 0, 1],
|
||||
framebuffer: output,
|
||||
});
|
||||
render({ screenSize });
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
38
js/utils.js
38
js/utils.js
@@ -27,28 +27,13 @@ const makeDoubleBuffer = (regl, props) => {
|
||||
|
||||
const isPowerOfTwo = (x) => Math.log2(x) % 1 == 0;
|
||||
|
||||
const loadImage = (regl, url, mipmap) => {
|
||||
const loadImage = (regl, url) => {
|
||||
let texture = regl.texture([[0]]);
|
||||
let loaded = false;
|
||||
return {
|
||||
texture: () => {
|
||||
if (!loaded && url != null) {
|
||||
console.warn(`texture still loading: ${url}`);
|
||||
}
|
||||
return texture;
|
||||
},
|
||||
width: () => {
|
||||
if (!loaded && url != null) {
|
||||
console.warn(`texture still loading: ${url}`);
|
||||
}
|
||||
return loaded ? texture.width : 1;
|
||||
},
|
||||
height: () => {
|
||||
if (!loaded && url != null) {
|
||||
console.warn(`texture still loading: ${url}`);
|
||||
}
|
||||
return loaded ? texture.height : 1;
|
||||
},
|
||||
texture: () => texture,
|
||||
width: () => (loaded ? texture.width : 1),
|
||||
height: () => (loaded ? texture.height : 1),
|
||||
loaded: (async () => {
|
||||
if (url != null) {
|
||||
const data = new Image();
|
||||
@@ -56,16 +41,10 @@ const loadImage = (regl, url, mipmap) => {
|
||||
data.src = url;
|
||||
await data.decode();
|
||||
loaded = true;
|
||||
if (mipmap) {
|
||||
if (!isPowerOfTwo(data.width) || !isPowerOfTwo(data.height)) {
|
||||
console.warn(`Can't mipmap a non-power-of-two image: ${url}`);
|
||||
}
|
||||
mipmap = false;
|
||||
}
|
||||
texture = regl.texture({
|
||||
data,
|
||||
mag: "linear",
|
||||
min: mipmap ? "mipmap" : "linear",
|
||||
min: "linear",
|
||||
flipY: true,
|
||||
});
|
||||
}
|
||||
@@ -77,12 +56,7 @@ const loadText = (url) => {
|
||||
let text = "";
|
||||
let loaded = false;
|
||||
return {
|
||||
text: () => {
|
||||
if (!loaded) {
|
||||
console.warn(`text still loading: ${url}`);
|
||||
}
|
||||
return text;
|
||||
},
|
||||
text: () => text,
|
||||
loaded: (async () => {
|
||||
if (url != null) {
|
||||
text = await (await fetch(url)).text();
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform float width, height;
|
||||
uniform sampler2D tex;
|
||||
uniform vec2 direction;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D pyr_0;
|
||||
uniform sampler2D pyr_1;
|
||||
uniform sampler2D pyr_2;
|
||||
uniform sampler2D pyr_3;
|
||||
uniform sampler2D pyr_4;
|
||||
uniform float bloomStrength;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vec4 total = vec4(0.);
|
||||
total += texture2D(pyr_0, vUV) * 0.96549;
|
||||
total += texture2D(pyr_1, vUV) * 0.92832;
|
||||
total += texture2D(pyr_2, vUV) * 0.88790;
|
||||
total += texture2D(pyr_3, vUV) * 0.84343;
|
||||
total += texture2D(pyr_4, vUV) * 0.79370;
|
||||
gl_FragColor = total * bloomStrength;
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float highPassThreshold;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vec4 color = texture2D(tex, vUV);
|
||||
if (color.r < highPassThreshold) color.r = 0.0;
|
||||
if (color.g < highPassThreshold) color.g = 0.0;
|
||||
if (color.b < highPassThreshold) color.b = 0.0;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -1,39 +0,0 @@
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D paletteTex;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
uniform vec3 backgroundColor, cursorColor, glintColor;
|
||||
uniform float cursorIntensity, glintIntensity;
|
||||
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);
|
||||
}
|
||||
|
||||
vec4 getBrightness(vec2 uv) {
|
||||
vec4 primary = texture2D(tex, uv);
|
||||
vec4 bloom = texture2D(bloomTex, uv);
|
||||
return primary + bloom;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 brightness = getBrightness(vUV);
|
||||
|
||||
// Dither: subtract a random value from the brightness
|
||||
brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude / 3.0;
|
||||
|
||||
// Map the brightness to a position in the palette texture
|
||||
gl_FragColor = vec4(
|
||||
texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
|
||||
+ min(cursorColor * cursorIntensity * brightness.g, vec3(1.0))
|
||||
+ min(glintColor * glintIntensity * brightness.b, vec3(1.0))
|
||||
+ backgroundColor,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
@@ -1,78 +0,0 @@
|
||||
precision highp float;
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform sampler2D previousComputeState;
|
||||
|
||||
uniform float numColumns, numRows;
|
||||
uniform float time, tick, cycleFrameSkip;
|
||||
uniform float animationSpeed, fallSpeed, cycleSpeed;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float raindropLength;
|
||||
|
||||
// Helper functions for generating randomness, borrowed from elsewhere
|
||||
|
||||
highp float randomFloat( 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 wobble(float x) {
|
||||
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
|
||||
}
|
||||
|
||||
float getRainBrightness(float simTime, vec2 glyphPos) {
|
||||
float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
|
||||
float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
|
||||
float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
|
||||
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
|
||||
rainTime = wobble(rainTime);
|
||||
return 1.0 - fract(rainTime);
|
||||
}
|
||||
|
||||
vec2 computeRaindrop(float simTime, vec2 glyphPos) {
|
||||
float brightness = getRainBrightness(simTime, glyphPos);
|
||||
float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
|
||||
bool cursor = brightness > brightnessBelow;
|
||||
return vec2(brightness, cursor);
|
||||
}
|
||||
|
||||
vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
|
||||
|
||||
float previousSymbol = previous.r;
|
||||
float previousAge = previous.g;
|
||||
bool resetGlyph = isFirstFrame;
|
||||
if (resetGlyph) {
|
||||
previousAge = randomFloat(screenPos + 0.5);
|
||||
previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
|
||||
}
|
||||
float cycleSpeed = animationSpeed * cycleSpeed;
|
||||
float age = previousAge;
|
||||
float symbol = previousSymbol;
|
||||
if (mod(tick, cycleFrameSkip) == 0.) {
|
||||
age += cycleSpeed * cycleFrameSkip;
|
||||
if (age >= 1.) {
|
||||
symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
|
||||
age = fract(age);
|
||||
}
|
||||
}
|
||||
|
||||
return vec2(symbol, age);
|
||||
}
|
||||
|
||||
void main() {
|
||||
float simTime = time * animationSpeed;
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
|
||||
vec2 raindrop = computeRaindrop(simTime, glyphPos);
|
||||
|
||||
bool isFirstFrame = tick <= 1.;
|
||||
vec4 previous = texture2D( previousComputeState, screenPos );
|
||||
vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
|
||||
vec2 symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, previousSymbol);
|
||||
gl_FragColor = vec4(raindrop, symbol);
|
||||
}
|
||||
@@ -1,96 +0,0 @@
|
||||
#define PI 3.14159265359
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D computeState;
|
||||
uniform float numColumns, numRows;
|
||||
uniform sampler2D glyphMSDF;
|
||||
uniform float msdfPxRange;
|
||||
uniform vec2 glyphMSDFSize;
|
||||
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
|
||||
uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
|
||||
uniform float brightnessOverride, brightnessThreshold;
|
||||
uniform vec2 glyphTextureGridSize;
|
||||
uniform bool isolateCursor;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
float modI(float a, float b) {
|
||||
float m = a - floor((a + 0.5) / b) * b;
|
||||
return floor(m + 0.5);
|
||||
}
|
||||
|
||||
vec2 getUV(vec2 uv) {
|
||||
uv.y /= glyphHeightToWidth;
|
||||
return uv;
|
||||
}
|
||||
|
||||
vec3 getBrightness(vec2 raindrop, vec2 uv) {
|
||||
|
||||
float base = raindrop.r;
|
||||
bool isCursor = bool(raindrop.g) && isolateCursor;
|
||||
float glint = base;
|
||||
|
||||
vec2 textureUV = fract(uv * vec2(numColumns, numRows));
|
||||
base = base * baseContrast + baseBrightness;
|
||||
glint = glint * glintContrast + glintBrightness;
|
||||
|
||||
// Modes that don't fade glyphs set their actual brightness here
|
||||
if (brightnessOverride > 0. && base > brightnessThreshold && !isCursor) {
|
||||
base = brightnessOverride;
|
||||
}
|
||||
|
||||
return vec3(
|
||||
(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
|
||||
glint
|
||||
);
|
||||
}
|
||||
|
||||
vec2 getSymbolUV(float index) {
|
||||
float symbolX = modI(index, glyphTextureGridSize.x);
|
||||
float symbolY = (index - symbolX) / glyphTextureGridSize.x;
|
||||
symbolY = glyphTextureGridSize.y - symbolY - 1.;
|
||||
return vec2(symbolX, symbolY);
|
||||
}
|
||||
|
||||
vec2 getSymbol(vec2 uv, float index) {
|
||||
// resolve UV to cropped position of glyph in MSDF texture
|
||||
uv = fract(uv * vec2(numColumns, numRows));
|
||||
uv -= 0.5;
|
||||
uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
|
||||
uv += 0.5;
|
||||
uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
|
||||
|
||||
// MSDF: calculate brightness of fragment based on distance to shape
|
||||
vec2 symbol;
|
||||
{
|
||||
vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
|
||||
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
|
||||
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
|
||||
|
||||
float signedDistance = median3(texture2D(glyphMSDF, uv).rgb);
|
||||
float screenPxDistance = screenPxRange * (signedDistance - 0.5);
|
||||
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return symbol;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = getUV(vUV);
|
||||
|
||||
// Unpack the values from the data textures
|
||||
vec4 data = texture2D(computeState, uv);
|
||||
|
||||
vec3 brightness = getBrightness(data.rg, uv);
|
||||
vec2 symbol = getSymbol(uv, data.b);
|
||||
|
||||
gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#define PI 3.14159265359
|
||||
precision lowp float;
|
||||
attribute vec2 aPosition, aCorner;
|
||||
uniform float glyphVerticalSpacing;
|
||||
uniform vec2 screenSize;
|
||||
uniform float time, animationSpeed;
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vUV = aPosition + aCorner;
|
||||
vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner);
|
||||
vec4 pos = vec4((position - 0.5) * 2.0, 0.0, 1.0);
|
||||
pos.xy *= screenSize;
|
||||
gl_Position = pos;
|
||||
}
|
||||
Reference in New Issue
Block a user