Crushed down the config, removed a ton more inessential stuff

This commit is contained in:
Rezmason
2023-08-23 11:28:29 -07:00
parent 2d97f764f5
commit d1f00e7e42
15 changed files with 323 additions and 673 deletions

View File

@@ -1,9 +1,6 @@
TODO:
Simplify!
Pare down config
Get rid of everything inessential
Remove features
Remove subsystems
Get as much into one file as you possibly can
Remove regl
Record WebGL debug calls

View File

@@ -27,83 +27,7 @@
width: 100vw;
height: 100vh;
}
p {
color: hsl(108, 90%, 70%);
text-shadow: hsl(108, 90%, 40%) 1px 0 10px;
}
.notice {
margin-top: 10em;
animation: fadeInAnimation ease 3s;
animation-iteration-count: 1;
animation-fill-mode: forwards;
}
@keyframes fadeInAnimation {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
.pill {
display: inline-block;
background: gray;
border: 0.3em solid lightgray;
font-size: 1rem;
font-family: monospace;
color: white;
padding: 0.5em 1em;
border-radius: 2em;
min-width: 6rem;
margin: 3em;
text-decoration: none;
cursor: pointer;
text-transform: uppercase;
font-weight: bold;
}
.blue {
background: linear-gradient(skyblue, blue, black, black, darkblue);
border-color: darkblue;
color: lightblue;
}
.blue:hover {
border-color: blue;
color: white;
}
.red {
background: linear-gradient(lightpink, crimson, black, black, darkred);
border-color: darkred;
color: lightpink;
}
.red:hover {
border-color: crimson;
color: white;
}
</style>
</head>
<body>
<!--
This is an implementation of the green code seen in The Matrix film and video game franchise.
This project demonstrates five concepts:
1. Drawing to floating point frame buffer objects, or 'FBO's,
for performing computation and post-processing
2. GPU-side computation, with fragment shaders
updating two alternating FBOs
3. Rendering crisp "vector" graphics, with a multiple-channel
signed distance field (or 'MSDF')
4. Creating a blur/bloom effect from a texture pyramid
5. Color mapping with noise, to hide banding
For more information, please visit: https://github.com/Rezmason/matrix
-->
<script type="module" src="js/main.js"></script>
</body>
<body><script type="module" src="js/main.js"></script></body>
</html>

View File

@@ -1,12 +1,7 @@
import { loadText, makePassFBO, makePass } from "./utils.js";
// The bloom pass is basically an added high-pass blur.
// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
const pyramidHeight = 5;
// A pyramid is just an array of FBOs, where each FBO is half the width
// and half the height of the FBO below it.
const makePyramid = (regl, height, halfFloat) =>
Array(height)
.fill()
@@ -15,28 +10,33 @@ const makePyramid = (regl, height, halfFloat) =>
const resizePyramid = (pyramid, vw, vh, scale) =>
pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
export default ({ regl, config }, inputs) => {
const { bloomStrength, bloomSize, highPassThreshold } = config;
const enabled = bloomSize > 0 && bloomStrength > 0;
export default ({ regl }, inputs) => {
const bloomStrength = 0.7; // The intensity of the bloom
const bloomSize = 0.4; // The amount the bloom calculation is scaled
const highPassThreshold = 0.1; // The minimum brightness that is still blurred
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
return makePass({
primary: inputs.primary,
bloom: makePassFBO(regl),
});
}
const highPassPyramid = makePyramid(regl, pyramidHeight);
const hBlurPyramid = makePyramid(regl, pyramidHeight);
const vBlurPyramid = makePyramid(regl, pyramidHeight);
const output = makePassFBO(regl);
// Build three pyramids of FBOs, one for each step in the process
const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const output = makePassFBO(regl, config.useHalfFloat);
// The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/glsl/bloomPass.highPass.frag.glsl");
const highPass = regl({
frag: regl.prop("frag"),
frag: `
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;
}
`,
uniforms: {
highPassThreshold,
tex: regl.prop("tex"),
@@ -44,14 +44,26 @@ export default ({ regl, config }, inputs) => {
framebuffer: regl.prop("fbo"),
});
// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
// The FBO pyramid's levels represent separate levels of detail;
// by blurring them all, this basic blur approximates a more complex gaussian:
// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
const blurFrag = loadText("shaders/glsl/bloomPass.blur.frag.glsl");
const blur = regl({
frag: regl.prop("frag"),
frag: `
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;
}
`,
uniforms: {
tex: regl.prop("tex"),
direction: regl.prop("direction"),
@@ -62,9 +74,24 @@ export default ({ regl, config }, inputs) => {
});
// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
const combineFrag = loadText("shaders/glsl/bloomPass.combine.frag.glsl");
const combine = regl({
frag: regl.prop("frag"),
frag: `
precision mediump float;
uniform sampler2D pyr_0, pyr_1, pyr_2, pyr_3, 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;
}
`,
uniforms: {
bloomStrength,
...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
@@ -77,7 +104,7 @@ export default ({ regl, config }, inputs) => {
primary: inputs.primary,
bloom: output,
},
Promise.all([highPassFrag.loaded, blurFrag.loaded]),
null,
(w, h) => {
// The blur pyramids can be lower resolution than the screen.
resizePyramid(highPassPyramid, w, h, bloomSize);
@@ -85,21 +112,17 @@ export default ({ regl, config }, inputs) => {
resizePyramid(vBlurPyramid, w, h, bloomSize);
output.resize(w, h);
},
(shouldRender) => {
if (!shouldRender) {
return;
}
() => {
for (let i = 0; i < pyramidHeight; i++) {
const highPassFBO = highPassPyramid[i];
const hBlurFBO = hBlurPyramid[i];
const vBlurFBO = vBlurPyramid[i];
highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: i === 0 ? inputs.primary : highPassPyramid[i - 1] });
blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
highPass({ fbo: highPassFBO, tex: i === 0 ? inputs.primary : highPassPyramid[i - 1] });
blur({ fbo: hBlurFBO, tex: highPassFBO, direction: [1, 0] });
blur({ fbo: vBlurFBO, tex: hBlurFBO, direction: [0, 1] });
}
combine({ frag: combineFrag.text() });
combine();
}
);
};

View File

@@ -1,12 +0,0 @@
export default ({ space, values }) => {
if (space === "rgb") {
return values;
}
const [hue, saturation, lightness] = values;
const a = saturation * Math.min(lightness, 1 - lightness);
const f = (n) => {
const k = (n + hue * 12) % 12;
return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
};
return [f(0), f(8), f(4)];
};

View File

@@ -1,47 +1,3 @@
const hsl = (...values) => ({ space: "hsl", values });
const config = {
glyphMSDFURL: "assets/matrixcode_msdf.png",
glyphSequenceLength: 57,
glyphTextureGridSize: [8, 8],
backgroundColor: hsl(0, 0, 0), // The color "behind" the glyphs
isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
cursorColor: hsl(0.242, 1, 0.73), // The color of the cursor
cursorIntensity: 2, // The intensity of the cursor
glintColor: hsl(0, 0, 1), // The color of the glint
glintIntensity: 1, // The intensity of the glint
animationSpeed: 1, // The global rate that all animations progress
fps: 60, // The target frame rate (frames per second) of the effect
forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
bloomStrength: 0.7, // The intensity of the bloom
bloomSize: 0.4, // The amount the bloom calculation is scaled
highPassThreshold: 0.1, // The minimum brightness that is still blurred
cycleSpeed: 0.03, // The speed glyphs change
cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied
baseContrast: 1.1, // The contrast of the glyphs, before any effects are applied
glintBrightness: -1.5, // The brightness of the glints, before any effects are applied
glintContrast: 2.5, // The contrast of the glints, before any effects are applied
brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0.
brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible
ditherMagnitude: 0.05, // The magnitude of the random per-pixel dimming
fallSpeed: 0.3, // The speed the raindrops progress downwards
glyphEdgeCrop: 0.0, // The border around a glyph in a font texture that should be cropped out
glyphHeightToWidth: 1, // The aspect ratio of glyphs
glyphVerticalSpacing: 1, // The ratio of the vertical distance between glyphs to their height
numColumns: 80, // The maximum dimension of the glyph grid
palette: [
// The color palette that glyph brightness is color mapped to
{ 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 },
{ 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();
}
};

View File

@@ -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()
);
};

View File

@@ -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 });
}
);
};

View File

@@ -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();

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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
);
}

View File

@@ -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);
}

View File

@@ -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.);
}

View File

@@ -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;
}