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https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Crushed down the config, removed a ton more inessential stuff
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@@ -1,79 +1,54 @@
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import colorToRGB from "./colorToRGB.js";
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import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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// in a 1D gradient palette texture generated from the passed-in color sequence
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// This shader introduces noise into the renders, to avoid banding
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const makePalette = (regl, entries) => {
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const PALETTE_SIZE = 2048;
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const paletteColors = Array(PALETTE_SIZE);
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// Convert HSL gradient into sorted RGB gradient, capping the ends
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const sortedEntries = entries
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map((entry) => ({
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rgb: colorToRGB(entry.color),
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arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)),
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}));
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sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
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sortedEntries.push({
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rgb: sortedEntries[sortedEntries.length - 1].rgb,
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arrayIndex: PALETTE_SIZE - 1,
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});
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// Interpolate between the sorted RGB entries to generate
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// the palette texture data
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sortedEntries.forEach((entry, index) => {
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paletteColors[entry.arrayIndex] = entry.rgb.slice();
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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const ratio = i / diff;
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paletteColors[entry.arrayIndex + i] = [
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entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
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entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
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entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio,
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];
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}
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}
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});
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return make1DTexture(
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regl,
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paletteColors.map((rgb) => [...rgb, 1])
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);
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};
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const paletteTex = makePalette(regl, config.palette);
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const { backgroundColor, cursorColor, glintColor, cursorIntensity, glintIntensity, ditherMagnitude } = config;
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const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
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import { make1DTexture, makePassFBO, makePass } from "./utils.js";
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export default ({ regl }, inputs) => {
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const output = makePassFBO(regl);
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const render = 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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#define PI 3.14159265359
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uniform sampler2D tex, bloomTex, paletteTex;
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uniform float time;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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void main() {
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vec4 primary = texture2D(tex, vUV);
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vec4 bloom = texture2D(bloomTex, vUV);
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vec4 brightness = primary + bloom - rand( gl_FragCoord.xy, time ) * 0.0167;
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gl_FragColor = vec4(
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texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
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+ min(vec3(0.756, 1.0, 0.46) * brightness.g * 2.0, vec3(1.0)),
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1.0
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);
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}
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`,
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uniforms: {
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backgroundColor: colorToRGB(backgroundColor),
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cursorColor: colorToRGB(cursorColor),
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glintColor: colorToRGB(glintColor),
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cursorIntensity,
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glintIntensity,
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ditherMagnitude,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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paletteTex,
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paletteTex: make1DTexture(regl, [
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[0.0, 0.0, 0.0, 1.0],
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[0.03, 0.13, 0.0, 1.0],
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[0.06, 0.25, 0.01, 1.0],
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[0.09, 0.38, 0.02, 1.0],
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[0.15, 0.46, 0.07, 1.0],
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[0.21, 0.54, 0.13, 1.0],
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[0.28, 0.63, 0.19, 1.0],
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[0.34, 0.71, 0.25, 1.0],
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[0.41, 0.8, 0.31, 1.0],
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[0.47, 0.88, 0.37, 1.0],
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[0.53, 0.97, 0.43, 1.0],
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[0.61, 0.97, 0.52, 1.0],
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[0.69, 0.98, 0.62, 1.0],
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[0.69, 0.98, 0.62, 1.0],
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[0.69, 0.98, 0.62, 1.0],
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[0.69, 0.98, 0.62, 1.0],
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]),
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},
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framebuffer: output,
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});
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@@ -82,12 +57,8 @@ export default ({ regl, config }, inputs) => {
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{
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primary: output,
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},
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palettePassFrag.loaded,
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null,
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(w, h) => output.resize(w, h),
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(shouldRender) => {
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if (shouldRender) {
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render({ frag: palettePassFrag.text() });
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}
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}
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() => render()
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);
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};
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