mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-16 21:39:29 -07:00
Pushed virtually all the shader source into shader files that load as assets.
This commit is contained in:
@@ -1,4 +1,5 @@
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import {
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loadText,
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extractEntries,
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makePassFBO,
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makePyramid,
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@@ -39,21 +40,11 @@ export default (regl, config, inputs) => {
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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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const highPassFrag = loadText("../shaders/highPass.frag");
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// The high pass restricts the blur to bright things in our input texture.
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const highPass = regl({
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frag: `
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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uniform float highPassThreshold;
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void main() {
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vec3 lumaColor = texture2D(tex, vUV).rgb;
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if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0;
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if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0;
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if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0;
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gl_FragColor = vec4(lumaColor, 1.0);
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}
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`,
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frag: regl.prop("frag"),
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uniforms: {
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...uniforms,
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tex: regl.prop("tex")
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@@ -64,33 +55,10 @@ export default (regl, config, inputs) => {
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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 3x1 blur approximates a more complex gaussian.
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const blurFrag = loadText("../shaders/blur.frag");
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const blur = regl({
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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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// gl_FragColor =
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// texture2D(tex, vUV) * 0.38774 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
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// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
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// ) * 0.24477 +
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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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// ) * 0.06136;
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}
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`,
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frag: regl.prop("frag"),
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uniforms: {
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...uniforms,
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tex: regl.prop("tex"),
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@@ -140,9 +108,9 @@ export default (regl, config, inputs) => {
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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, tex: inputs.primary });
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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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highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary });
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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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}
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flattenPyramid();
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@@ -153,6 +121,7 @@ export default (regl, config, inputs) => {
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resizePyramid(hBlurPyramid, w, h, config.bloomSize);
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resizePyramid(vBlurPyramid, w, h, config.bloomSize);
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output.resize(w, h);
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}
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},
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[highPassFrag.laoded, blurFrag.loaded]
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);
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};
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@@ -1,4 +1,4 @@
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import { loadImage, makePassFBO, makePass } from "./utils.js";
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import { loadImage, loadText, makePassFBO, makePass } from "./utils.js";
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const defaultBGURL =
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"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg";
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@@ -7,32 +7,22 @@ export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const background = loadImage(regl, bgURL);
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const imagePassFrag = loadText("../shaders/imagePass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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backgroundTex: background.texture,
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tex: inputs.primary,
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bloomTex: inputs.bloom
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},
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framebuffer: output
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});
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return makePass(
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{
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primary: output
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},
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regl({
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frag: `
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precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D backgroundTex;
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varying vec2 vUV;
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void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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`,
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uniforms: {
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backgroundTex: background.texture,
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tex: inputs.primary,
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bloomTex: inputs.bloom
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},
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framebuffer: output
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}),
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() => render({frag: imagePassFrag.text()}),
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null,
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background.loaded
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[background.loaded, imagePassFrag.loaded]
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);
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};
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@@ -75,13 +75,13 @@ document.body.onload = async () => {
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) {
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dimensions.width = viewportWidth;
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dimensions.height = viewportHeight;
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for (const pass of pipeline) {
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pass.resize(viewportWidth, viewportHeight);
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for (const step of pipeline) {
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step.resize(viewportWidth, viewportHeight);
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}
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}
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fullScreenQuad(() => {
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for (const pass of pipeline) {
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pass.render();
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for (const step of pipeline) {
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step.render();
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}
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drawToScreen();
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});
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@@ -1,4 +1,4 @@
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import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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import { loadText, extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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const colorToRGB = ([hue, saturation, lightness]) => {
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const a = saturation * Math.min(lightness, 1 - lightness);
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@@ -58,47 +58,29 @@ export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const palette = makePalette(regl, config.paletteEntries);
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const palettePassFrag = loadText("../shaders/palettePass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...extractEntries(config, [
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"backgroundColor",
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]),
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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palette,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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});
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return makePass(
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{
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primary: output
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},
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regl({
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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;
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uniform sampler2D bloomTex;
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uniform sampler2D palette;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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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 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
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}
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`,
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uniforms: {
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...extractEntries(config, [
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"backgroundColor",
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]),
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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palette,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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})
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() => render({ frag: palettePassFrag.text() }),
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null,
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palettePassFrag.loaded
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);
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};
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339
js/renderer.js
339
js/renderer.js
@@ -1,6 +1,7 @@
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import {
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extractEntries,
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loadImage,
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loadText,
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makePassFBO,
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makeDoubleBuffer,
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makePass
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@@ -96,187 +97,9 @@ export default (regl, config) => {
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const msdf = loadImage(regl, config.glyphTexURL);
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// This shader is the star of the show.
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// In normal operation, each pixel represents a glyph's:
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// R: brightness
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// G: progress through the glyph sequence
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// B: current glyph index
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// A: additional brightness, for effects
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const updateFrag = loadText("../shaders/update.frag");
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const update = regl({
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frag: `
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precision highp float;
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#define PI 3.14159265359
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#define RADS_TO_HZ 0.15915494309
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform float time;
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uniform float numColumns, numRows;
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uniform sampler2D lastState;
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uniform bool hasSun;
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uniform bool hasThunder;
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uniform bool showComputationTexture;
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uniform float brightnessMinimum, brightnessMultiplier, brightnessOffset, brightnessMix;
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uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform float raindropLength;
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uniform float glyphHeightToWidth;
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uniform int cycleStyle;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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uniform int rippleType;
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uniform float cursorEffectThreshold;
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float max2(vec2 v) {
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return max(v.x, v.y);
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}
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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vec2 rand2(vec2 p) {
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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}
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float getRainTime(float simTime, vec2 glyphPos) {
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float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
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float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
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// columnSpeedOffset = 0.0; // loop
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float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float getRainBrightness(float rainTime) {
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float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
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// value = 1.0 - fract(rainTime); // loop
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return log(value * 1.25) * 3.0;
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}
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float getGlyphCycleSpeed(float rainTime, float brightness) {
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float glyphCycleSpeed = 0.0;
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if (cycleStyle == 0 && brightness > 0.0) {
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glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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} else if (cycleStyle == 1) {
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glyphCycleSpeed = fract((rainTime + 0.7 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 1.1 * sin(RADS_TO_HZ * SQRT_5 * rainTime))) * 0.75;
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// glyphCycleSpeed = fract(rainTime) * 0.75; // loop
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}
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return glyphCycleSpeed;
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}
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float applySunShower(float rainBrightness, vec2 screenPos) {
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if (rainBrightness < -4.) {
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return rainBrightness;
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}
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float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
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return value;
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}
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float applyThunder(float rainBrightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
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// thunder = 1.0 - fract(simTime + 0.3); // loop
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thunder = log(thunder * 1.5) * 4.0;
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thunder = clamp(thunder, 0., 1.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return rainBrightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return effect;
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}
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float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
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// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
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vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
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// offset = vec2(0.); // loop
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vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
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float rippleDistance;
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if (rippleType == 0) {
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rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return effect + 0.75;
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} else {
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return effect;
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}
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}
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float applyCursorEffect(float effect, float brightness) {
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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}
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return effect;
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}
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void main() {
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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float simTime = time * animationSpeed;
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// Read the current values of the glyph
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vec4 data = texture2D( lastState, screenPos );
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bool isInitializing = length(data) == 0.;
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float oldRainBrightness = data.r;
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float oldGlyphCycle = data.g;
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if (isInitializing) {
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oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
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}
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if (oldRainBrightness <= 0.0) {
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// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
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}
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float rainTime = getRainTime(simTime, glyphPos);
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float rainBrightness = getRainBrightness(rainTime);
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if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
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if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
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float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
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float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos);
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effect = applyCursorEffect(effect, rainBrightness);
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float glyphDepth = rand(vec2(glyphPos.x, 0.0));
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if (rainBrightness > brightnessMinimum) {
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rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
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}
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if (!isInitializing) {
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rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
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}
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if (showComputationTexture) {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
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1.0
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);
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} else {
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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glyphDepth,
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effect
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);
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||||
}
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}
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`,
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frag: regl.prop("frag"),
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uniforms: {
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...uniforms,
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||||
lastState: doubleBuffer.back
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@@ -294,6 +117,8 @@ export default (regl, config) => {
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const quadCorners = Array(numQuads).fill([[0, 0], [0, 1], [1, 1], [0, 0], [1, 1], [1, 0]]);
|
||||
|
||||
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
|
||||
const renderVert = loadText("../shaders/render.vert");
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||||
const renderFrag = loadText("../shaders/render.frag");
|
||||
const render = regl({
|
||||
blend: {
|
||||
enable: true,
|
||||
@@ -304,152 +129,8 @@ export default (regl, config) => {
|
||||
dstAlpha: 1
|
||||
}
|
||||
},
|
||||
vert: `
|
||||
#define PI 3.14159265359
|
||||
precision lowp float;
|
||||
attribute vec2 aPosition, aCorner;
|
||||
uniform sampler2D lastState;
|
||||
uniform float density;
|
||||
uniform vec2 quadSize;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform mat4 camera, transform;
|
||||
uniform vec2 screenSize;
|
||||
uniform float time, animationSpeed, forwardSpeed;
|
||||
uniform bool volumetric;
|
||||
uniform bool showComputationTexture;
|
||||
uniform float resurrectingCodeRatio;
|
||||
varying vec2 vUV;
|
||||
varying vec3 vChannel;
|
||||
varying vec4 vGlyph;
|
||||
|
||||
highp float rand( 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);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vUV = (aPosition + aCorner) * quadSize;
|
||||
vGlyph = texture2D(lastState, aPosition * quadSize);
|
||||
|
||||
float quadDepth = 0.0;
|
||||
if (volumetric && !showComputationTexture) {
|
||||
quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
|
||||
vGlyph.b = quadDepth;
|
||||
}
|
||||
vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
|
||||
vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
|
||||
|
||||
vChannel = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
if (volumetric) {
|
||||
if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
|
||||
pos.y = -pos.y;
|
||||
vChannel = vec3(0.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
pos.x /= glyphHeightToWidth;
|
||||
|
||||
pos = camera * transform * pos;
|
||||
} else {
|
||||
pos.xy *= screenSize;
|
||||
}
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
||||
`,
|
||||
|
||||
frag: `
|
||||
#define PI 3.14159265359
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D lastState;
|
||||
uniform float numColumns, numRows;
|
||||
uniform sampler2D glyphTex;
|
||||
uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns, glyphEdgeCrop;
|
||||
uniform vec2 slantVec;
|
||||
uniform float slantScale;
|
||||
uniform bool isPolar;
|
||||
uniform bool showComputationTexture;
|
||||
uniform bool volumetric;
|
||||
|
||||
varying vec2 vUV;
|
||||
varying vec3 vChannel;
|
||||
varying vec4 vGlyph;
|
||||
|
||||
float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
float getSymbolIndex(float glyphCycle) {
|
||||
float symbol = floor(glyphSequenceLength * glyphCycle);
|
||||
float symbolX = mod(symbol, glyphTextureColumns);
|
||||
float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
|
||||
return symbolY * glyphTextureColumns + symbolX;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = vUV;
|
||||
|
||||
if (!volumetric) {
|
||||
if (isPolar) {
|
||||
// Curves the UV space to make letters appear to radiate from up above
|
||||
uv -= 0.5;
|
||||
uv *= 0.5;
|
||||
uv.y -= 0.5;
|
||||
float radius = length(uv);
|
||||
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
||||
uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
|
||||
} else {
|
||||
// Applies the slant, scaling the UV space
|
||||
// to guarantee the viewport is still covered
|
||||
uv = vec2(
|
||||
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
||||
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
||||
) * slantScale + 0.5;
|
||||
}
|
||||
uv.y /= glyphHeightToWidth;
|
||||
}
|
||||
|
||||
vec4 glyph = volumetric ? vGlyph : texture2D(lastState, uv);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = glyph;
|
||||
return;
|
||||
}
|
||||
|
||||
// Unpack the values from the font texture
|
||||
float brightness = glyph.r;
|
||||
float symbolIndex = getSymbolIndex(glyph.g);
|
||||
float quadDepth = glyph.b;
|
||||
float effect = glyph.a;
|
||||
|
||||
brightness = max(effect, brightness);
|
||||
if (volumetric) {
|
||||
brightness = min(1.0, brightness * quadDepth * 1.25);
|
||||
}
|
||||
|
||||
// resolve UV to MSDF texture coord
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
|
||||
vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
|
||||
glyphUV -= 0.5;
|
||||
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV += 0.5;
|
||||
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
|
||||
|
||||
// MSDF
|
||||
vec3 dist = texture2D(glyphTex, msdfUV).rgb;
|
||||
float sigDist = median3(dist) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
|
||||
}
|
||||
`,
|
||||
vert: regl.prop("vert"),
|
||||
frag: regl.prop("frag"),
|
||||
|
||||
uniforms: {
|
||||
...uniforms,
|
||||
@@ -487,13 +168,13 @@ export default (regl, config) => {
|
||||
() => {
|
||||
const time = Date.now();
|
||||
|
||||
update();
|
||||
update({frag: updateFrag.text()});
|
||||
regl.clear({
|
||||
depth: 1,
|
||||
color: [0, 0, 0, 1],
|
||||
framebuffer: output
|
||||
});
|
||||
render({camera, transform, screenSize});
|
||||
render({camera, transform, screenSize, vert: renderVert.text(), frag: renderFrag.text()});
|
||||
},
|
||||
(w, h) => {
|
||||
output.resize(w, h);
|
||||
@@ -501,6 +182,6 @@ export default (regl, config) => {
|
||||
glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
|
||||
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
|
||||
},
|
||||
msdf.loaded
|
||||
[msdf.loaded, updateFrag.loaded, renderVert.loaded, renderFrag.loaded]
|
||||
);
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
import { loadText, extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
const colorToRGB = ([hue, saturation, lightness]) => {
|
||||
const a = saturation * Math.min(lightness, 1 - lightness);
|
||||
@@ -12,67 +12,26 @@ const colorToRGB = ([hue, saturation, lightness]) => {
|
||||
export default (regl, config, inputs) => {
|
||||
const output = makePassFBO(regl, config.useHalfFloat);
|
||||
|
||||
const resurrectionPassFrag = loadText("../shaders/resurrectionPass.frag");
|
||||
|
||||
const render = regl({
|
||||
frag: regl.prop("frag"),
|
||||
|
||||
uniforms: {
|
||||
...extractEntries(config, [
|
||||
"backgroundColor",
|
||||
]),
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
ditherMagnitude: 0.05
|
||||
},
|
||||
framebuffer: output
|
||||
});
|
||||
|
||||
return makePass(
|
||||
{
|
||||
primary: output
|
||||
},
|
||||
regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
uniform vec3 backgroundColor;
|
||||
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);
|
||||
}
|
||||
|
||||
float rgbComponent(float p, float q, float t) {
|
||||
if (t < 0.0) t += 1.0;
|
||||
if (t > 1.0) t -= 1.0;
|
||||
if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
|
||||
if (t < 1.0 / 2.0) return q;
|
||||
if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
|
||||
return p;
|
||||
}
|
||||
|
||||
vec3 hslToRgb(float h, float s, float l){
|
||||
float q = l < 0.5 ? l * (1. + s) : l + s - l * s;
|
||||
float p = 2.0 * l - q;
|
||||
return vec3(
|
||||
rgbComponent(p, q, h + 1.0 / 3.0),
|
||||
rgbComponent(p, q, h),
|
||||
rgbComponent(p, q, h - 1.0 / 3.0)
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 brightness = mix(texture2D( bloomTex, vUV ).rgb, texture2D( tex, vUV ).rgb, (0.7 - length(vUV - 0.5))) * 1.25 - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
|
||||
float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
|
||||
vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
|
||||
vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
|
||||
gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
...extractEntries(config, [
|
||||
"backgroundColor",
|
||||
]),
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
ditherMagnitude: 0.05
|
||||
},
|
||||
framebuffer: output
|
||||
})
|
||||
() => render({frag: resurrectionPassFrag.text() })
|
||||
);
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
import { loadText, extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
const neapolitanStripeColors = [
|
||||
[0.4, 0.15, 0.1],
|
||||
@@ -33,47 +33,29 @@ export default (regl, config, inputs) => {
|
||||
stripeColors.slice(0, numStripeColors * 3).map(f => Math.floor(f * 0xff))
|
||||
);
|
||||
|
||||
const stripePassFrag = loadText("../shaders/stripePass.frag");
|
||||
|
||||
const render = regl({
|
||||
frag: regl.prop("frag"),
|
||||
|
||||
uniforms: {
|
||||
...extractEntries(config, [
|
||||
"backgroundColor",
|
||||
]),
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
stripes,
|
||||
ditherMagnitude: 0.05
|
||||
},
|
||||
framebuffer: output
|
||||
});
|
||||
|
||||
return makePass(
|
||||
{
|
||||
primary: output
|
||||
},
|
||||
regl({
|
||||
frag: `
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D stripes;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
uniform vec3 backgroundColor;
|
||||
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() {
|
||||
vec3 color = texture2D(stripes, vUV).rgb;
|
||||
float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
|
||||
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
gl_FragColor = vec4(color * at + backgroundColor, 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
...extractEntries(config, [
|
||||
"backgroundColor",
|
||||
]),
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
stripes,
|
||||
ditherMagnitude: 0.05
|
||||
},
|
||||
framebuffer: output
|
||||
})
|
||||
() => render({frag: stripePassFrag.text()}),
|
||||
null,
|
||||
stripePassFrag.loaded
|
||||
);
|
||||
};
|
||||
|
||||
@@ -177,6 +177,8 @@ const makePass = (outputs, render, resize, ready) => {
|
||||
}
|
||||
if (ready == null) {
|
||||
ready = Promise.resolve();
|
||||
} else if (ready instanceof Array) {
|
||||
ready = Promise.all(ready);
|
||||
}
|
||||
return {
|
||||
outputs,
|
||||
|
||||
24
shaders/blur.frag
Normal file
24
shaders/blur.frag
Normal file
@@ -0,0 +1,24 @@
|
||||
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;
|
||||
// gl_FragColor =
|
||||
// texture2D(tex, vUV) * 0.38774 +
|
||||
// (
|
||||
// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
|
||||
// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
|
||||
// ) * 0.24477 +
|
||||
// (
|
||||
// texture2D(tex, vUV + direction / max(width, height) * size) +
|
||||
// texture2D(tex, vUV - direction / max(width, height) * size)
|
||||
// ) * 0.06136;
|
||||
}
|
||||
11
shaders/highPass.frag
Normal file
11
shaders/highPass.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
varying vec2 vUV;
|
||||
uniform sampler2D tex;
|
||||
uniform float highPassThreshold;
|
||||
void main() {
|
||||
vec3 lumaColor = texture2D(tex, vUV).rgb;
|
||||
if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0;
|
||||
if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0;
|
||||
if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0;
|
||||
gl_FragColor = vec4(lumaColor, 1.0);
|
||||
}
|
||||
11
shaders/imagePass.frag
Normal file
11
shaders/imagePass.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D backgroundTex;
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
|
||||
float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
|
||||
gl_FragColor = vec4(bgColor * brightness, 1.0);
|
||||
}
|
||||
23
shaders/palettePass.frag
Normal file
23
shaders/palettePass.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D palette;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
uniform vec3 backgroundColor;
|
||||
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 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
|
||||
float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
|
||||
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
gl_FragColor = texture2D( palette, vec2(at, 0.0)) + vec4(backgroundColor, 0.0);
|
||||
}
|
||||
88
shaders/render.frag
Normal file
88
shaders/render.frag
Normal file
@@ -0,0 +1,88 @@
|
||||
#define PI 3.14159265359
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D lastState;
|
||||
uniform float numColumns, numRows;
|
||||
uniform sampler2D glyphTex;
|
||||
uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns, glyphEdgeCrop;
|
||||
uniform vec2 slantVec;
|
||||
uniform float slantScale;
|
||||
uniform bool isPolar;
|
||||
uniform bool showComputationTexture;
|
||||
uniform bool volumetric;
|
||||
|
||||
varying vec2 vUV;
|
||||
varying vec3 vChannel;
|
||||
varying vec4 vGlyph;
|
||||
|
||||
float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
float getSymbolIndex(float glyphCycle) {
|
||||
float symbol = floor(glyphSequenceLength * glyphCycle);
|
||||
float symbolX = mod(symbol, glyphTextureColumns);
|
||||
float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
|
||||
return symbolY * glyphTextureColumns + symbolX;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = vUV;
|
||||
|
||||
if (!volumetric) {
|
||||
if (isPolar) {
|
||||
// Curves the UV space to make letters appear to radiate from up above
|
||||
uv -= 0.5;
|
||||
uv *= 0.5;
|
||||
uv.y -= 0.5;
|
||||
float radius = length(uv);
|
||||
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
||||
uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
|
||||
} else {
|
||||
// Applies the slant, scaling the UV space
|
||||
// to guarantee the viewport is still covered
|
||||
uv = vec2(
|
||||
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
||||
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
||||
) * slantScale + 0.5;
|
||||
}
|
||||
uv.y /= glyphHeightToWidth;
|
||||
}
|
||||
|
||||
vec4 glyph = volumetric ? vGlyph : texture2D(lastState, uv);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = glyph;
|
||||
return;
|
||||
}
|
||||
|
||||
// Unpack the values from the font texture
|
||||
float brightness = glyph.r;
|
||||
float symbolIndex = getSymbolIndex(glyph.g);
|
||||
float quadDepth = glyph.b;
|
||||
float effect = glyph.a;
|
||||
|
||||
brightness = max(effect, brightness);
|
||||
if (volumetric) {
|
||||
brightness = min(1.0, brightness * quadDepth * 1.25);
|
||||
}
|
||||
|
||||
// resolve UV to MSDF texture coord
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
|
||||
vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
|
||||
glyphUV -= 0.5;
|
||||
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV += 0.5;
|
||||
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
|
||||
|
||||
// MSDF
|
||||
vec3 dist = texture2D(glyphTex, msdfUV).rgb;
|
||||
float sigDist = median3(dist) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
|
||||
}
|
||||
53
shaders/render.vert
Normal file
53
shaders/render.vert
Normal file
@@ -0,0 +1,53 @@
|
||||
#define PI 3.14159265359
|
||||
precision lowp float;
|
||||
attribute vec2 aPosition, aCorner;
|
||||
uniform sampler2D lastState;
|
||||
uniform float density;
|
||||
uniform vec2 quadSize;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform mat4 camera, transform;
|
||||
uniform vec2 screenSize;
|
||||
uniform float time, animationSpeed, forwardSpeed;
|
||||
uniform bool volumetric;
|
||||
uniform bool showComputationTexture;
|
||||
uniform float resurrectingCodeRatio;
|
||||
varying vec2 vUV;
|
||||
varying vec3 vChannel;
|
||||
varying vec4 vGlyph;
|
||||
|
||||
highp float rand( 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);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vUV = (aPosition + aCorner) * quadSize;
|
||||
vGlyph = texture2D(lastState, aPosition * quadSize);
|
||||
|
||||
float quadDepth = 0.0;
|
||||
if (volumetric && !showComputationTexture) {
|
||||
quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
|
||||
vGlyph.b = quadDepth;
|
||||
}
|
||||
vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
|
||||
vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
|
||||
|
||||
vChannel = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
if (volumetric) {
|
||||
if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
|
||||
pos.y = -pos.y;
|
||||
vChannel = vec3(0.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
pos.x /= glyphHeightToWidth;
|
||||
|
||||
pos = camera * transform * pos;
|
||||
} else {
|
||||
pos.xy *= screenSize;
|
||||
}
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
||||
44
shaders/resurrectionPass.frag
Normal file
44
shaders/resurrectionPass.frag
Normal file
@@ -0,0 +1,44 @@
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
uniform vec3 backgroundColor;
|
||||
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);
|
||||
}
|
||||
|
||||
float rgbComponent(float p, float q, float t) {
|
||||
if (t < 0.0) t += 1.0;
|
||||
if (t > 1.0) t -= 1.0;
|
||||
if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
|
||||
if (t < 1.0 / 2.0) return q;
|
||||
if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
|
||||
return p;
|
||||
}
|
||||
|
||||
vec3 hslToRgb(float h, float s, float l){
|
||||
float q = l < 0.5 ? l * (1. + s) : l + s - l * s;
|
||||
float p = 2.0 * l - q;
|
||||
return vec3(
|
||||
rgbComponent(p, q, h + 1.0 / 3.0),
|
||||
rgbComponent(p, q, h),
|
||||
rgbComponent(p, q, h - 1.0 / 3.0)
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 brightness = mix(texture2D( bloomTex, vUV ).rgb, texture2D( tex, vUV ).rgb, (0.7 - length(vUV - 0.5))) * 1.25 - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
|
||||
float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2);
|
||||
vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7);
|
||||
vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
|
||||
gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0);
|
||||
}
|
||||
23
shaders/stripePass.frag
Normal file
23
shaders/stripePass.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
precision mediump float;
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D bloomTex;
|
||||
uniform sampler2D stripes;
|
||||
uniform float ditherMagnitude;
|
||||
uniform float time;
|
||||
uniform vec3 backgroundColor;
|
||||
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() {
|
||||
vec3 color = texture2D(stripes, vUV).rgb;
|
||||
float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
|
||||
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
|
||||
gl_FragColor = vec4(color * at + backgroundColor, 1.0);
|
||||
}
|
||||
178
shaders/update.frag
Normal file
178
shaders/update.frag
Normal file
@@ -0,0 +1,178 @@
|
||||
precision highp float;
|
||||
|
||||
// This shader is the star of the show.
|
||||
// In normal operation, each pixel represents a glyph's:
|
||||
// R: brightness
|
||||
// G: progress through the glyph sequence
|
||||
// B: current glyph index
|
||||
// A: additional brightness, for effects
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define RADS_TO_HZ 0.15915494309
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform float time;
|
||||
uniform float numColumns, numRows;
|
||||
uniform sampler2D lastState;
|
||||
uniform bool hasSun;
|
||||
uniform bool hasThunder;
|
||||
uniform bool showComputationTexture;
|
||||
uniform float brightnessMinimum, brightnessMultiplier, brightnessOffset, brightnessMix;
|
||||
uniform float animationSpeed, fallSpeed, cycleSpeed;
|
||||
uniform float raindropLength;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform int cycleStyle;
|
||||
uniform float rippleScale, rippleSpeed, rippleThickness;
|
||||
uniform int rippleType;
|
||||
uniform float cursorEffectThreshold;
|
||||
|
||||
float max2(vec2 v) {
|
||||
return max(v.x, v.y);
|
||||
}
|
||||
|
||||
highp float rand( 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);
|
||||
}
|
||||
|
||||
vec2 rand2(vec2 p) {
|
||||
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
|
||||
}
|
||||
|
||||
float getRainTime(float simTime, vec2 glyphPos) {
|
||||
float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
|
||||
float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
|
||||
// columnSpeedOffset = 0.0; // loop
|
||||
float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * simTime * fallSpeed * columnSpeedOffset) * 0.2);
|
||||
return (glyphPos.y * 0.01 + columnTime) / raindropLength;
|
||||
}
|
||||
|
||||
float getRainBrightness(float rainTime) {
|
||||
float value = 1.0 - fract((rainTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime)));
|
||||
// value = 1.0 - fract(rainTime); // loop
|
||||
return log(value * 1.25) * 3.0;
|
||||
}
|
||||
|
||||
float getGlyphCycleSpeed(float rainTime, float brightness) {
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 0 && brightness > 0.0) {
|
||||
glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
} else if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((rainTime + 0.7 * sin(RADS_TO_HZ * SQRT_2 * rainTime) + 1.1 * sin(RADS_TO_HZ * SQRT_5 * rainTime))) * 0.75;
|
||||
// glyphCycleSpeed = fract(rainTime) * 0.75; // loop
|
||||
}
|
||||
return glyphCycleSpeed;
|
||||
}
|
||||
|
||||
float applySunShower(float rainBrightness, vec2 screenPos) {
|
||||
if (rainBrightness < -4.) {
|
||||
return rainBrightness;
|
||||
}
|
||||
float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
|
||||
return value;
|
||||
}
|
||||
|
||||
float applyThunder(float rainBrightness, float simTime, vec2 screenPos) {
|
||||
simTime *= 0.5;
|
||||
float thunder = 1.0 - fract((simTime + 0.3 * sin(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime)));
|
||||
// thunder = 1.0 - fract(simTime + 0.3); // loop
|
||||
thunder = log(thunder * 1.5) * 4.0;
|
||||
thunder = clamp(thunder, 0., 1.);
|
||||
thunder = thunder * pow(screenPos.y, 2.) * 3.;
|
||||
return rainBrightness + thunder;
|
||||
}
|
||||
|
||||
float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
|
||||
if (rippleType == -1) {
|
||||
return effect;
|
||||
}
|
||||
|
||||
float rippleTime = (simTime * 0.5 + 0.2 * sin(RADS_TO_HZ * simTime)) * rippleSpeed + 1.;
|
||||
// rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop
|
||||
|
||||
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
|
||||
// offset = vec2(0.); // loop
|
||||
vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
|
||||
float rippleDistance;
|
||||
if (rippleType == 0) {
|
||||
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
|
||||
} else if (rippleType == 1) {
|
||||
rippleDistance = length(ripplePos);
|
||||
}
|
||||
|
||||
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
|
||||
|
||||
if (rippleValue > 0. && rippleValue < rippleThickness) {
|
||||
return effect + 0.75;
|
||||
} else {
|
||||
return effect;
|
||||
}
|
||||
}
|
||||
|
||||
float applyCursorEffect(float effect, float brightness) {
|
||||
if (brightness >= cursorEffectThreshold) {
|
||||
effect = 1.0;
|
||||
}
|
||||
return effect;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 glyphPos = gl_FragCoord.xy;
|
||||
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
|
||||
float simTime = time * animationSpeed;
|
||||
|
||||
// Read the current values of the glyph
|
||||
vec4 data = texture2D( lastState, screenPos );
|
||||
bool isInitializing = length(data) == 0.;
|
||||
float oldRainBrightness = data.r;
|
||||
float oldGlyphCycle = data.g;
|
||||
if (isInitializing) {
|
||||
oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
|
||||
}
|
||||
|
||||
if (oldRainBrightness <= 0.0) {
|
||||
// oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop
|
||||
}
|
||||
|
||||
float rainTime = getRainTime(simTime, glyphPos);
|
||||
float rainBrightness = getRainBrightness(rainTime);
|
||||
|
||||
if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
|
||||
if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
|
||||
|
||||
float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
|
||||
float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
|
||||
|
||||
float effect = 0.;
|
||||
effect = applyRippleEffect(effect, simTime, screenPos);
|
||||
effect = applyCursorEffect(effect, rainBrightness);
|
||||
|
||||
float glyphDepth = rand(vec2(glyphPos.x, 0.0));
|
||||
|
||||
if (rainBrightness > brightnessMinimum) {
|
||||
rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
|
||||
}
|
||||
|
||||
if (!isInitializing) {
|
||||
rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
|
||||
}
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = vec4(
|
||||
rainBrightness,
|
||||
glyphCycle,
|
||||
min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
|
||||
1.0
|
||||
);
|
||||
} else {
|
||||
gl_FragColor = vec4(
|
||||
rainBrightness,
|
||||
glyphCycle,
|
||||
glyphDepth,
|
||||
effect
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user