mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-21 15:29:30 -07:00
Pushed virtually all the shader source into shader files that load as assets.
This commit is contained in:
@@ -1,4 +1,5 @@
|
|||||||
import {
|
import {
|
||||||
|
loadText,
|
||||||
extractEntries,
|
extractEntries,
|
||||||
makePassFBO,
|
makePassFBO,
|
||||||
makePyramid,
|
makePyramid,
|
||||||
@@ -39,21 +40,11 @@ export default (regl, config, inputs) => {
|
|||||||
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
|
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
|
||||||
const output = makePassFBO(regl, config.useHalfFloat);
|
const output = makePassFBO(regl, config.useHalfFloat);
|
||||||
|
|
||||||
|
const highPassFrag = loadText("../shaders/highPass.frag");
|
||||||
|
|
||||||
// The high pass restricts the blur to bright things in our input texture.
|
// The high pass restricts the blur to bright things in our input texture.
|
||||||
const highPass = regl({
|
const highPass = regl({
|
||||||
frag: `
|
frag: regl.prop("frag"),
|
||||||
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);
|
|
||||||
}
|
|
||||||
`,
|
|
||||||
uniforms: {
|
uniforms: {
|
||||||
...uniforms,
|
...uniforms,
|
||||||
tex: regl.prop("tex")
|
tex: regl.prop("tex")
|
||||||
@@ -64,33 +55,10 @@ export default (regl, config, inputs) => {
|
|||||||
// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
|
// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
|
||||||
// The FBO pyramid's levels represent separate levels of detail;
|
// The FBO pyramid's levels represent separate levels of detail;
|
||||||
// by blurring them all, this 3x1 blur approximates a more complex gaussian.
|
// by blurring them all, this 3x1 blur approximates a more complex gaussian.
|
||||||
|
|
||||||
|
const blurFrag = loadText("../shaders/blur.frag");
|
||||||
const blur = regl({
|
const blur = regl({
|
||||||
frag: `
|
frag: regl.prop("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;
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
`,
|
|
||||||
uniforms: {
|
uniforms: {
|
||||||
...uniforms,
|
...uniforms,
|
||||||
tex: regl.prop("tex"),
|
tex: regl.prop("tex"),
|
||||||
@@ -140,9 +108,9 @@ export default (regl, config, inputs) => {
|
|||||||
const highPassFBO = highPassPyramid[i];
|
const highPassFBO = highPassPyramid[i];
|
||||||
const hBlurFBO = hBlurPyramid[i];
|
const hBlurFBO = hBlurPyramid[i];
|
||||||
const vBlurFBO = vBlurPyramid[i];
|
const vBlurFBO = vBlurPyramid[i];
|
||||||
highPass({ fbo: highPassFBO, tex: inputs.primary });
|
highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary });
|
||||||
blur({ fbo: hBlurFBO, tex: highPassFBO, direction: [1, 0] });
|
blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
|
||||||
blur({ fbo: vBlurFBO, tex: hBlurFBO, direction: [0, 1] });
|
blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
|
||||||
}
|
}
|
||||||
|
|
||||||
flattenPyramid();
|
flattenPyramid();
|
||||||
@@ -153,6 +121,7 @@ export default (regl, config, inputs) => {
|
|||||||
resizePyramid(hBlurPyramid, w, h, config.bloomSize);
|
resizePyramid(hBlurPyramid, w, h, config.bloomSize);
|
||||||
resizePyramid(vBlurPyramid, w, h, config.bloomSize);
|
resizePyramid(vBlurPyramid, w, h, config.bloomSize);
|
||||||
output.resize(w, h);
|
output.resize(w, h);
|
||||||
}
|
},
|
||||||
|
[highPassFrag.laoded, blurFrag.loaded]
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { loadImage, makePassFBO, makePass } from "./utils.js";
|
import { loadImage, loadText, makePassFBO, makePass } from "./utils.js";
|
||||||
|
|
||||||
const defaultBGURL =
|
const defaultBGURL =
|
||||||
"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg";
|
"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg";
|
||||||
@@ -7,32 +7,22 @@ export default (regl, config, inputs) => {
|
|||||||
const output = makePassFBO(regl, config.useHalfFloat);
|
const output = makePassFBO(regl, config.useHalfFloat);
|
||||||
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
|
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
|
||||||
const background = loadImage(regl, bgURL);
|
const background = loadImage(regl, bgURL);
|
||||||
|
const imagePassFrag = loadText("../shaders/imagePass.frag");
|
||||||
|
const render = regl({
|
||||||
|
frag: regl.prop("frag"),
|
||||||
|
uniforms: {
|
||||||
|
backgroundTex: background.texture,
|
||||||
|
tex: inputs.primary,
|
||||||
|
bloomTex: inputs.bloom
|
||||||
|
},
|
||||||
|
framebuffer: output
|
||||||
|
});
|
||||||
return makePass(
|
return makePass(
|
||||||
{
|
{
|
||||||
primary: output
|
primary: output
|
||||||
},
|
},
|
||||||
regl({
|
() => render({frag: imagePassFrag.text()}),
|
||||||
frag: `
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
`,
|
|
||||||
uniforms: {
|
|
||||||
backgroundTex: background.texture,
|
|
||||||
tex: inputs.primary,
|
|
||||||
bloomTex: inputs.bloom
|
|
||||||
},
|
|
||||||
framebuffer: output
|
|
||||||
}),
|
|
||||||
null,
|
null,
|
||||||
background.loaded
|
[background.loaded, imagePassFrag.loaded]
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -75,13 +75,13 @@ document.body.onload = async () => {
|
|||||||
) {
|
) {
|
||||||
dimensions.width = viewportWidth;
|
dimensions.width = viewportWidth;
|
||||||
dimensions.height = viewportHeight;
|
dimensions.height = viewportHeight;
|
||||||
for (const pass of pipeline) {
|
for (const step of pipeline) {
|
||||||
pass.resize(viewportWidth, viewportHeight);
|
step.resize(viewportWidth, viewportHeight);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
fullScreenQuad(() => {
|
fullScreenQuad(() => {
|
||||||
for (const pass of pipeline) {
|
for (const step of pipeline) {
|
||||||
pass.render();
|
step.render();
|
||||||
}
|
}
|
||||||
drawToScreen();
|
drawToScreen();
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -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 colorToRGB = ([hue, saturation, lightness]) => {
|
||||||
const a = saturation * Math.min(lightness, 1 - lightness);
|
const a = saturation * Math.min(lightness, 1 - lightness);
|
||||||
@@ -58,47 +58,29 @@ export default (regl, config, inputs) => {
|
|||||||
const output = makePassFBO(regl, config.useHalfFloat);
|
const output = makePassFBO(regl, config.useHalfFloat);
|
||||||
const palette = makePalette(regl, config.paletteEntries);
|
const palette = makePalette(regl, config.paletteEntries);
|
||||||
|
|
||||||
|
const palettePassFrag = loadText("../shaders/palettePass.frag");
|
||||||
|
|
||||||
|
const render = regl({
|
||||||
|
frag: regl.prop("frag"),
|
||||||
|
|
||||||
|
uniforms: {
|
||||||
|
...extractEntries(config, [
|
||||||
|
"backgroundColor",
|
||||||
|
]),
|
||||||
|
tex: inputs.primary,
|
||||||
|
bloomTex: inputs.bloom,
|
||||||
|
palette,
|
||||||
|
ditherMagnitude: 0.05
|
||||||
|
},
|
||||||
|
framebuffer: output
|
||||||
|
});
|
||||||
|
|
||||||
return makePass(
|
return makePass(
|
||||||
{
|
{
|
||||||
primary: output
|
primary: output
|
||||||
},
|
},
|
||||||
regl({
|
() => render({ frag: palettePassFrag.text() }),
|
||||||
frag: `
|
null,
|
||||||
precision mediump float;
|
palettePassFrag.loaded
|
||||||
#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);
|
|
||||||
}
|
|
||||||
`,
|
|
||||||
|
|
||||||
uniforms: {
|
|
||||||
...extractEntries(config, [
|
|
||||||
"backgroundColor",
|
|
||||||
]),
|
|
||||||
tex: inputs.primary,
|
|
||||||
bloomTex: inputs.bloom,
|
|
||||||
palette,
|
|
||||||
ditherMagnitude: 0.05
|
|
||||||
},
|
|
||||||
framebuffer: output
|
|
||||||
})
|
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|||||||
339
js/renderer.js
339
js/renderer.js
@@ -1,6 +1,7 @@
|
|||||||
import {
|
import {
|
||||||
extractEntries,
|
extractEntries,
|
||||||
loadImage,
|
loadImage,
|
||||||
|
loadText,
|
||||||
makePassFBO,
|
makePassFBO,
|
||||||
makeDoubleBuffer,
|
makeDoubleBuffer,
|
||||||
makePass
|
makePass
|
||||||
@@ -96,187 +97,9 @@ export default (regl, config) => {
|
|||||||
|
|
||||||
const msdf = loadImage(regl, config.glyphTexURL);
|
const msdf = loadImage(regl, config.glyphTexURL);
|
||||||
|
|
||||||
// This shader is the star of the show.
|
const updateFrag = loadText("../shaders/update.frag");
|
||||||
// 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
|
|
||||||
const update = regl({
|
const update = regl({
|
||||||
frag: `
|
frag: regl.prop("frag"),
|
||||||
precision highp float;
|
|
||||||
|
|
||||||
#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
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
`,
|
|
||||||
|
|
||||||
uniforms: {
|
uniforms: {
|
||||||
...uniforms,
|
...uniforms,
|
||||||
lastState: doubleBuffer.back
|
lastState: doubleBuffer.back
|
||||||
@@ -294,6 +117,8 @@ export default (regl, config) => {
|
|||||||
const quadCorners = Array(numQuads).fill([[0, 0], [0, 1], [1, 1], [0, 0], [1, 1], [1, 0]]);
|
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
|
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
|
||||||
|
const renderVert = loadText("../shaders/render.vert");
|
||||||
|
const renderFrag = loadText("../shaders/render.frag");
|
||||||
const render = regl({
|
const render = regl({
|
||||||
blend: {
|
blend: {
|
||||||
enable: true,
|
enable: true,
|
||||||
@@ -304,152 +129,8 @@ export default (regl, config) => {
|
|||||||
dstAlpha: 1
|
dstAlpha: 1
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
vert: `
|
vert: regl.prop("vert"),
|
||||||
#define PI 3.14159265359
|
frag: regl.prop("frag"),
|
||||||
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);
|
|
||||||
}
|
|
||||||
`,
|
|
||||||
|
|
||||||
uniforms: {
|
uniforms: {
|
||||||
...uniforms,
|
...uniforms,
|
||||||
@@ -487,13 +168,13 @@ export default (regl, config) => {
|
|||||||
() => {
|
() => {
|
||||||
const time = Date.now();
|
const time = Date.now();
|
||||||
|
|
||||||
update();
|
update({frag: updateFrag.text()});
|
||||||
regl.clear({
|
regl.clear({
|
||||||
depth: 1,
|
depth: 1,
|
||||||
color: [0, 0, 0, 1],
|
color: [0, 0, 0, 1],
|
||||||
framebuffer: output
|
framebuffer: output
|
||||||
});
|
});
|
||||||
render({camera, transform, screenSize});
|
render({camera, transform, screenSize, vert: renderVert.text(), frag: renderFrag.text()});
|
||||||
},
|
},
|
||||||
(w, h) => {
|
(w, h) => {
|
||||||
output.resize(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);
|
glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
|
||||||
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
|
[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 colorToRGB = ([hue, saturation, lightness]) => {
|
||||||
const a = saturation * Math.min(lightness, 1 - lightness);
|
const a = saturation * Math.min(lightness, 1 - lightness);
|
||||||
@@ -12,67 +12,26 @@ const colorToRGB = ([hue, saturation, lightness]) => {
|
|||||||
export default (regl, config, inputs) => {
|
export default (regl, config, inputs) => {
|
||||||
const output = makePassFBO(regl, config.useHalfFloat);
|
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(
|
return makePass(
|
||||||
{
|
{
|
||||||
primary: output
|
primary: output
|
||||||
},
|
},
|
||||||
regl({
|
() => render({frag: resurrectionPassFrag.text() })
|
||||||
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
|
|
||||||
})
|
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
import { loadText, extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||||
|
|
||||||
const neapolitanStripeColors = [
|
const neapolitanStripeColors = [
|
||||||
[0.4, 0.15, 0.1],
|
[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))
|
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(
|
return makePass(
|
||||||
{
|
{
|
||||||
primary: output
|
primary: output
|
||||||
},
|
},
|
||||||
regl({
|
() => render({frag: stripePassFrag.text()}),
|
||||||
frag: `
|
null,
|
||||||
precision mediump float;
|
stripePassFrag.loaded
|
||||||
#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
|
|
||||||
})
|
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -177,6 +177,8 @@ const makePass = (outputs, render, resize, ready) => {
|
|||||||
}
|
}
|
||||||
if (ready == null) {
|
if (ready == null) {
|
||||||
ready = Promise.resolve();
|
ready = Promise.resolve();
|
||||||
|
} else if (ready instanceof Array) {
|
||||||
|
ready = Promise.all(ready);
|
||||||
}
|
}
|
||||||
return {
|
return {
|
||||||
outputs,
|
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