Added textures to base and glint shapes.

This commit is contained in:
Rezmason
2022-09-17 13:51:48 -07:00
parent eddbd12c36
commit e2be02c498
12 changed files with 167 additions and 48 deletions

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@@ -8,7 +8,8 @@
- [3D mode](https://rezmason.github.io/matrix?version=3d) - [3D mode](https://rezmason.github.io/matrix?version=3d)
- [Holographic version](https://rezmason.github.io/matrix?version=holoplay) (requires a Looking Glass display; see it in action [here](https://www.youtube.com/watch?v=gwA9hfq1Ing)) - [Holographic version](https://rezmason.github.io/matrix?version=holoplay) (requires a Looking Glass display; see it in action [here](https://www.youtube.com/watch?v=gwA9hfq1Ing))
- Mirror mode, [with camera](https://rezmason.github.io/matrix/?version=updated&effect=mirror&camera=true) and [without](rezmason.github.io/matrix/?version=updated&effect=mirror). (Click to make ripples.) - Mirror mode, [with camera](https://rezmason.github.io/matrix/?version=updated&effect=mirror&camera=true) and [without](rezmason.github.io/matrix/?version=updated&effect=mirror). (Click to make ripples.)
- [Matrix Resurrections updated code (WIP)](https://rezmason.github.io/matrix?version=resurrections) - [Matrix Resurrections updated code](https://rezmason.github.io/matrix?version=resurrections)
- [Trinity mode](https://rezmason.github.io/matrix?version=trinity)
- [Operator Matrix code (with ripple effects)](https://rezmason.github.io/matrix?version=operator) - [Operator Matrix code (with ripple effects)](https://rezmason.github.io/matrix?version=operator)
- [Code of the "Nightmare Matrix"](https://rezmason.github.io/matrix?version=nightmare) - [Code of the "Nightmare Matrix"](https://rezmason.github.io/matrix?version=nightmare)
- [(you know, this stuff).](http://matrix.wikia.com/wiki/Nightmare_Matrix) - [(you know, this stuff).](http://matrix.wikia.com/wiki/Nightmare_Matrix)
@@ -16,6 +17,8 @@
- [(AKA this stuff).](http://matrix.wikia.com/wiki/Paradise_Matrix) - [(AKA this stuff).](http://matrix.wikia.com/wiki/Paradise_Matrix)
- [A custom variety I call "Palimpsest"](https://rezmason.github.io/matrix?version=palimpsest) - [A custom variety I call "Palimpsest"](https://rezmason.github.io/matrix?version=palimpsest)
- [A custom variety I call "Twilight"](https://rezmason.github.io/matrix?version=twilight) - [A custom variety I call "Twilight"](https://rezmason.github.io/matrix?version=twilight)
- [Morpheus mode](https://rezmason.github.io/matrix?version=morpheus)
- [Bugs mode](https://rezmason.github.io/matrix?version=bugs)
- [Megacity Mode, as seen in Revolutions](https://rezmason.github.io/matrix?version=megacity) - [Megacity Mode, as seen in Revolutions](https://rezmason.github.io/matrix?version=megacity)
- [Pride flag colors](https://rezmason.github.io/matrix/?effect=pride) - [Pride flag colors](https://rezmason.github.io/matrix/?effect=pride)
- [Trans flag colors](https://rezmason.github.io/matrix/?effect=trans) - [Trans flag colors](https://rezmason.github.io/matrix/?effect=trans)

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@@ -1,11 +1,5 @@
TODO: TODO:
Multiply glints and bases by texture
Base: grid
Trinity glint: worn metal
Morpheus glint: hex mesh
Bugs glint: horizontal grooves
Audio system Audio system
Toggle (or number representing frequency) Toggle (or number representing frequency)
Load the sound effect Load the sound effect

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@@ -1,59 +1,68 @@
const fonts = { const fonts = {
coptic: { coptic: {
// The script the Gnostic codices were written in // The script the Gnostic codices were written in
glyphTexURL: "assets/coptic_msdf.png", glyphMSDFURL: "assets/coptic_msdf.png",
glyphSequenceLength: 32, glyphSequenceLength: 32,
glyphTextureGridSize: [8, 8], glyphTextureGridSize: [8, 8],
}, },
gothic: { gothic: {
// The script the Codex Argenteus was written in // The script the Codex Argenteus was written in
glyphTexURL: "assets/gothic_msdf.png", glyphMSDFURL: "assets/gothic_msdf.png",
glyphSequenceLength: 27, glyphSequenceLength: 27,
glyphTextureGridSize: [8, 8], glyphTextureGridSize: [8, 8],
}, },
matrixcode: { matrixcode: {
// The glyphs seen in the film trilogy // The glyphs seen in the film trilogy
glyphTexURL: "assets/matrixcode_msdf.png", glyphMSDFURL: "assets/matrixcode_msdf.png",
glyphSequenceLength: 57, glyphSequenceLength: 57,
glyphTextureGridSize: [8, 8], glyphTextureGridSize: [8, 8],
}, },
megacity: { megacity: {
// The glyphs seen in the film trilogy // The glyphs seen in the film trilogy
glyphTexURL: "assets/megacity_msdf.png", glyphMSDFURL: "assets/megacity_msdf.png",
glyphSequenceLength: 64, glyphSequenceLength: 64,
glyphTextureGridSize: [8, 8], glyphTextureGridSize: [8, 8],
}, },
resurrections: { resurrections: {
// The glyphs seen in the film trilogy // The glyphs seen in the film trilogy
glyphTexURL: "assets/resurrections_msdf.png", glyphMSDFURL: "assets/resurrections_msdf.png",
glintTexURL: "assets/resurrections_glint_msdf.png", glintMSDFURL: "assets/resurrections_glint_msdf.png",
glyphSequenceLength: 135, glyphSequenceLength: 135,
glyphTextureGridSize: [13, 12], glyphTextureGridSize: [13, 12],
}, },
huberfishA: { huberfishA: {
glyphTexURL: "assets/huberfish_a_msdf.png", glyphMSDFURL: "assets/huberfish_a_msdf.png",
glyphSequenceLength: 34, glyphSequenceLength: 34,
glyphTextureGridSize: [6, 6], glyphTextureGridSize: [6, 6],
}, },
huberfishD: { huberfishD: {
glyphTexURL: "assets/huberfish_d_msdf.png", glyphMSDFURL: "assets/huberfish_d_msdf.png",
glyphSequenceLength: 34, glyphSequenceLength: 34,
glyphTextureGridSize: [6, 6], glyphTextureGridSize: [6, 6],
}, },
gtarg_tenretniolleh: { gtarg_tenretniolleh: {
glyphTexURL: "assets/gtarg_tenretniolleh_msdf.png", glyphMSDFURL: "assets/gtarg_tenretniolleh_msdf.png",
glyphSequenceLength: 36, glyphSequenceLength: 36,
glyphTextureGridSize: [6, 6], glyphTextureGridSize: [6, 6],
}, },
gtarg_alientext: { gtarg_alientext: {
glyphTexURL: "assets/gtarg_alientext_msdf.png", glyphMSDFURL: "assets/gtarg_alientext_msdf.png",
glyphSequenceLength: 38, glyphSequenceLength: 38,
glyphTextureGridSize: [8, 5], glyphTextureGridSize: [8, 5],
}, },
}; };
const textureURLs = {
sand: "assets/sand.png",
pixels: "assets/pixel_grid.png",
mesh: "assets/mesh.png",
metal: "assets/metal.png",
};
const defaults = { const defaults = {
font: "matrixcode", font: "matrixcode",
baseTexture: null, // The name of the texture to apply to the base layer of the glyphs
glintTexture: null, // The name of the texture to apply to the glint layer of the glyphs
useCamera: false, useCamera: false,
backgroundColor: [0, 0, 0], // The color "behind" the glyphs backgroundColor: [0, 0, 0], // The color "behind" the glyphs
isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
@@ -70,8 +79,8 @@ const defaults = {
cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied
baseContrast: 1.1, // The contrast of the glyphs, before any effects are applied baseContrast: 1.1, // The contrast of the glyphs, before any effects are applied
glintBrightness: -2, // The brightness of the glints, before any effects are applied glintBrightness: -1.5, // The brightness of the glints, before any effects are applied
glintContrast: 3, // The contrast of the glints, before any effects are applied glintContrast: 2.5, // The contrast of the glints, before any effects are applied
brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0. brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0.
brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible
brightnessDecay: 1.0, // The rate at which glyphs light up and dim brightnessDecay: 1.0, // The rate at which glyphs light up and dim
@@ -195,25 +204,85 @@ const versions = {
}, },
trinity: { trinity: {
font: "resurrections", font: "resurrections",
glintTexture: "metal",
baseTexture: "pixels",
glyphEdgeCrop: 0.1, glyphEdgeCrop: 0.1,
cursorColor: [1.4, 2, 1.2], cursorColor: [1.4, 2, 1.2],
isolateGlint: true, isolateGlint: true,
glintColor: [1.6, 1.5, 0.5], glintColor: [3, 2.5, 0.6],
baseBrightness: -0.9, glintBrightness: -2,
glintContrast: 3,
baseBrightness: -0.8,
baseContrast: 1.5, baseContrast: 1.5,
highPassThreshold: 0, highPassThreshold: 0,
numColumns: 50, numColumns: 60,
cycleSpeed: 0.03, cycleSpeed: 0.03,
bloomStrength: 0.7, bloomStrength: 0.7,
fallSpeed: 0.3, fallSpeed: 0.3,
paletteEntries: [ paletteEntries: [
{ hsl: [0.4, 0.9, 0.0], at: 0.0 }, { hsl: [0.37, 0.6, 0.0], at: 0.0 },
{ hsl: [0.4, 1.0, 0.5], at: 1.0 }, { hsl: [0.37, 0.6, 0.5], at: 1.0 },
], ],
cycleSpeed: 0.01,
volumetric: true, volumetric: true,
forwardSpeed: 0.2, forwardSpeed: 0.2,
raindropLength: 0.3, raindropLength: 0.3,
density: 0.5, density: 0.75,
},
morpheus: {
font: "resurrections",
glintTexture: "mesh",
baseTexture: "metal",
glyphEdgeCrop: 0.1,
cursorColor: [1.4, 2, 1.4],
isolateGlint: true,
glintColor: [0, 2, 0.8],
glintBrightness: -1.5,
glintContrast: 3,
baseBrightness: -0.3,
baseContrast: 1.5,
highPassThreshold: 0,
numColumns: 60,
cycleSpeed: 0.03,
bloomStrength: 0.7,
fallSpeed: 0.3,
paletteEntries: [
{ hsl: [0.97, 0.6, 0.0], at: 0.0 },
{ hsl: [0.97, 0.6, 0.5], at: 1.0 },
],
cycleSpeed: 0.015,
volumetric: true,
forwardSpeed: 0.1,
raindropLength: 0.4,
density: 0.75,
},
bugs: {
font: "resurrections",
glintTexture: "sand",
baseTexture: "metal",
glyphEdgeCrop: 0.1,
cursorColor: [0.6, 1, 2],
isolateGlint: true,
glintColor: [0.6, 2, 3],
glintBrightness: -2,
glintContrast: 3,
baseBrightness: -0.3,
baseContrast: 1.5,
highPassThreshold: 0,
numColumns: 60,
cycleSpeed: 0.03,
bloomStrength: 0.7,
fallSpeed: 0.3,
paletteEntries: [
{ hsl: [0.1, 0.7, 0.0], at: 0.0 },
{ hsl: [0.1, 0.7, 0.1], at: 0.3 },
{ hsl: [0.12, 0.7, 0.5], at: 1.0 },
],
cycleSpeed: 0.01,
volumetric: true,
forwardSpeed: 0.4,
raindropLength: 0.3,
density: 0.75,
}, },
palimpsest: { palimpsest: {
font: "huberfishA", font: "huberfishA",
@@ -363,11 +432,20 @@ export default (urlParams) => {
const fontName = [validParams.font, version.font, defaults.font].find((name) => name in fonts); const fontName = [validParams.font, version.font, defaults.font].find((name) => name in fonts);
const font = fonts[fontName]; const font = fonts[fontName];
const baseTextureURL = textureURLs[[version.baseTexture, defaults.baseTexture].find((name) => name in textureURLs)];
const hasBaseTexture = baseTextureURL != null;
const glintTextureURL = textureURLs[[version.glintTexture, defaults.glintTexture].find((name) => name in textureURLs)];
const hasGlintTexture = glintTextureURL != null;
const config = { const config = {
...defaults, ...defaults,
...version, ...version,
...font, ...font,
...validParams, ...validParams,
baseTextureURL,
glintTextureURL,
hasBaseTexture,
hasGlintTexture,
}; };
if (config.bloomSize <= 0) { if (config.bloomSize <= 0) {

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@@ -34,7 +34,7 @@ export default ({ regl, config, lkg }) => {
// to reach the desired density, and then overlaps them // to reach the desired density, and then overlaps them
const volumetric = config.volumetric; const volumetric = config.volumetric;
const density = volumetric && config.effect !== "none" ? config.density : 1; const density = volumetric && config.effect !== "none" ? config.density : 1;
const [numRows, numColumns] = [config.numColumns, config.numColumns * density]; const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
// The volumetric mode requires us to create a grid of quads, // The volumetric mode requires us to create a grid of quads,
// rather than a single quad for our geometry // rather than a single quad for our geometry
@@ -115,8 +115,10 @@ export default ({ regl, config, lkg }) => {
); );
// 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 msdf = loadImage(regl, config.glyphTexURL); const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
const glintMSDF = loadImage(regl, config.glintTexURL); const glintMSDF = loadImage(regl, config.glintMSDFURL);
const baseTexture = loadImage(regl, config.baseTextureURL);
const glintTexture = loadImage(regl, config.glintTextureURL);
const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl"); const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl"); const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
const output = makePassFBO(regl, config.useHalfFloat); const output = makePassFBO(regl, config.useHalfFloat);
@@ -131,6 +133,8 @@ export default ({ regl, config, lkg }) => {
"baseContrast", "baseContrast",
"glintBrightness", "glintBrightness",
"glintContrast", "glintContrast",
"hasBaseTexture",
"hasGlintTexture",
"brightnessThreshold", "brightnessThreshold",
"brightnessOverride", "brightnessOverride",
"isolateCursor", "isolateCursor",
@@ -163,8 +167,10 @@ export default ({ regl, config, lkg }) => {
raindropState: raindropDoubleBuffer.front, raindropState: raindropDoubleBuffer.front,
symbolState: symbolDoubleBuffer.front, symbolState: symbolDoubleBuffer.front,
effectState: effectDoubleBuffer.front, effectState: effectDoubleBuffer.front,
glyphTex: msdf.texture, glyphMSDF: glyphMSDF.texture,
glintTex: glintMSDF.texture, glintMSDF: glintMSDF.texture,
baseTexture: baseTexture.texture,
glintTexture: glintTexture.texture,
camera: regl.prop("camera"), camera: regl.prop("camera"),
transform: regl.prop("transform"), transform: regl.prop("transform"),
@@ -206,7 +212,16 @@ export default ({ regl, config, lkg }) => {
{ {
primary: output, primary: output,
}, },
Promise.all([msdf.loaded, glintMSDF.loaded, rainPassShine.loaded, rainPassSymbol.loaded, rainPassVert.loaded, rainPassFrag.loaded]), Promise.all([
glyphMSDF.loaded,
glintMSDF.loaded,
baseTexture.loaded,
glintTexture.loaded,
rainPassShine.loaded,
rainPassSymbol.loaded,
rainPassVert.loaded,
rainPassFrag.loaded,
]),
(w, h) => { (w, h) => {
output.resize(w, h); output.resize(w, h);
const aspectRatio = w / h; const aspectRatio = w / h;

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@@ -1,11 +1,11 @@
const makePassTexture = (regl, halfFloat) => const makePassTexture = (regl, halfFloat, mipmap) =>
regl.texture({ regl.texture({
width: 1, width: 1,
height: 1, height: 1,
type: halfFloat ? "half float" : "uint8", type: halfFloat ? "half float" : "uint8",
wrap: "clamp", wrap: "clamp",
min: "linear", min: mipmap ? "mipmap" : "linear",
mag: "linear", mag: mipmap ? "mipmap" : "linear",
}); });
const makePassFBO = (regl, halfFloat) => regl.framebuffer({ color: makePassTexture(regl, halfFloat) }); const makePassFBO = (regl, halfFloat) => regl.framebuffer({ color: makePassTexture(regl, halfFloat) });

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@@ -26,12 +26,18 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
export default ({ config, device, timeBuffer }) => { export default ({ config, device, timeBuffer }) => {
const { mat4, vec3 } = glMatrix; const { mat4, vec3 } = glMatrix;
const assets = [loadTexture(device, config.glyphTexURL), loadTexture(device, config.glintTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")]; const assets = [
loadTexture(device, config.glyphMSDFURL),
loadTexture(device, config.glintMSDFURL),
loadTexture(device, config.baseTextureURL, false, true),
loadTexture(device, config.glintTextureURL, false, true),
loadShader(device, "shaders/wgsl/rainPass.wgsl"),
];
// The volumetric mode multiplies the number of columns // The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them // to reach the desired density, and then overlaps them
const density = config.volumetric && config.effect !== "none" ? config.density : 1; const density = config.volumetric && config.effect !== "none" ? config.density : 1;
const gridSize = [config.numColumns * density, config.numColumns]; const gridSize = [Math.floor(config.numColumns * density), config.numColumns];
const numCells = gridSize[0] * gridSize[1]; const numCells = gridSize[0] * gridSize[1];
// The volumetric mode requires us to create a grid of quads, // The volumetric mode requires us to create a grid of quads,
@@ -85,7 +91,7 @@ export default ({ config, device, timeBuffer }) => {
let highPassOutput; let highPassOutput;
const loaded = (async () => { const loaded = (async () => {
const [msdfTexture, glintMSDFTexture, rainShader] = await Promise.all(assets); const [msdfTexture, glintMSDFTexture, baseTexture, glintTexture, rainShader] = await Promise.all(assets);
const rainShaderUniforms = structs.from(rainShader.code); const rainShaderUniforms = structs.from(rainShader.code);
configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize); configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize);
@@ -150,6 +156,8 @@ export default ({ config, device, timeBuffer }) => {
linearSampler, linearSampler,
msdfTexture.createView(), msdfTexture.createView(),
glintMSDFTexture.createView(), glintMSDFTexture.createView(),
baseTexture.createView(),
glintTexture.createView(),
cellsBuffer, cellsBuffer,
]); ]);
})(); })();

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@@ -6,7 +6,8 @@ precision lowp float;
uniform sampler2D raindropState, symbolState, effectState; uniform sampler2D raindropState, symbolState, effectState;
uniform float numColumns, numRows; uniform float numColumns, numRows;
uniform sampler2D glyphTex, glintTex; uniform sampler2D glyphMSDF, glintMSDF, baseTexture, glintTexture;
uniform bool hasBaseTexture, hasGlintTexture;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop; uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
uniform float baseContrast, baseBrightness, glintContrast, glintBrightness; uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
uniform float brightnessOverride, brightnessThreshold; uniform float brightnessOverride, brightnessThreshold;
@@ -58,7 +59,7 @@ vec2 getUV(vec2 uv) {
return uv; return uv;
} }
vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth) { vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
float base = raindrop.r; float base = raindrop.r;
bool isCursor = bool(raindrop.g) && isolateCursor; bool isCursor = bool(raindrop.g) && isolateCursor;
@@ -66,8 +67,15 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth) {
float multipliedEffects = effect.r; float multipliedEffects = effect.r;
float addedEffects = effect.g; float addedEffects = effect.g;
vec2 textureUV = fract(uv * vec2(numColumns, numRows));
base = base * baseContrast + baseBrightness; base = base * baseContrast + baseBrightness;
if (hasBaseTexture) {
base *= texture2D(baseTexture, textureUV).r;
}
glint = glint * glintContrast + glintBrightness; glint = glint * glintContrast + glintBrightness;
if (hasGlintTexture) {
glint *= texture2D(glintTexture, textureUV).r;
}
// Modes that don't fade glyphs set their actual brightness here // Modes that don't fade glyphs set their actual brightness here
if (brightnessOverride > 0. && base > brightnessThreshold && !isCursor) { if (brightnessOverride > 0. && base > brightnessThreshold && !isCursor) {
@@ -107,13 +115,13 @@ vec2 getSymbol(vec2 uv, float index) {
// MSDF: calculate brightness of fragment based on distance to shape // MSDF: calculate brightness of fragment based on distance to shape
vec2 symbol; vec2 symbol;
{ {
vec3 dist = texture2D(glyphTex, uv).rgb; vec3 dist = texture2D(glyphMSDF, uv).rgb;
float sigDist = median3(dist) - 0.5; float sigDist = median3(dist) - 0.5;
symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.); symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
} }
if (isolateGlint) { if (isolateGlint) {
vec3 dist = texture2D(glintTex, uv).rgb; vec3 dist = texture2D(glintMSDF, uv).rgb;
float sigDist = median3(dist) - 0.5; float sigDist = median3(dist) - 0.5;
symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.); symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
} }
@@ -133,7 +141,8 @@ void main() {
vec3 brightness = getBrightness( vec3 brightness = getBrightness(
raindropData, raindropData,
effectData, effectData,
vDepth vDepth,
uv
); );
vec2 symbol = getSymbol(uv, symbolData.r); vec2 symbol = getSymbol(uv, symbolData.r);
@@ -142,8 +151,8 @@ void main() {
vec3( vec3(
raindropData.g, raindropData.g,
vec2( vec2(
1. - (raindropData.r * 3.), 1. - ((1.0 - raindropData.r) * 3.),
1. - (raindropData.r * 8.) 1. - ((1.0 - raindropData.r) * 8.)
) * (1. - raindropData.g) ) * (1. - raindropData.g)
) * symbol.r, ) * symbol.r,
1. 1.

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@@ -31,6 +31,8 @@ struct Config {
baseContrast : f32, baseContrast : f32,
glintBrightness : f32, glintBrightness : f32,
glintContrast : f32, glintContrast : f32,
hasBaseTexture: i32,
hasGlintTexture: i32,
glyphVerticalSpacing : f32, glyphVerticalSpacing : f32,
glyphEdgeCrop : f32, glyphEdgeCrop : f32,
isPolar : i32, isPolar : i32,
@@ -80,7 +82,9 @@ struct CellData {
@group(0) @binding(3) var linearSampler : sampler; @group(0) @binding(3) var linearSampler : sampler;
@group(0) @binding(4) var msdfTexture : texture_2d<f32>; @group(0) @binding(4) var msdfTexture : texture_2d<f32>;
@group(0) @binding(5) var glintMSDFTexture : texture_2d<f32>; @group(0) @binding(5) var glintMSDFTexture : texture_2d<f32>;
@group(0) @binding(6) var<storage, read> cells_RO : CellData; @group(0) @binding(6) var baseTexture : texture_2d<f32>;
@group(0) @binding(7) var glintTexture : texture_2d<f32>;
@group(0) @binding(8) var<storage, read> cells_RO : CellData;
// Shader params // Shader params
@@ -373,7 +377,7 @@ fn getUV(inputUV : vec2<f32>) -> vec2<f32> {
return uv; return uv;
} }
fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, quadDepth : f32) -> vec3<f32> { fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, uv : vec2<f32>, quadDepth : f32) -> vec3<f32> {
var base = raindrop.r; var base = raindrop.r;
var isCursor = bool(raindrop.g) && bool(config.isolateCursor); var isCursor = bool(raindrop.g) && bool(config.isolateCursor);
@@ -381,8 +385,15 @@ fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, quadDepth : f32) -> v
var multipliedEffects = effect.r; var multipliedEffects = effect.r;
var addedEffects = effect.g; var addedEffects = effect.g;
var textureUV = fract(uv * config.gridSize);
base = base * config.baseContrast + config.baseBrightness; base = base * config.baseContrast + config.baseBrightness;
if (bool(config.hasBaseTexture)) {
base *= textureSample(baseTexture, linearSampler, textureUV).r;
}
glint = glint * config.glintContrast + config.glintBrightness; glint = glint * config.glintContrast + config.glintBrightness;
if (bool(config.hasGlintTexture)) {
glint *= textureSample(glintTexture, linearSampler, textureUV).r;
}
// Modes that don't fade glyphs set their actual brightness here // Modes that don't fade glyphs set their actual brightness here
if (config.brightnessOverride > 0. && base > config.brightnessThreshold && !isCursor) { if (config.brightnessOverride > 0. && base > config.brightnessThreshold && !isCursor) {
@@ -451,6 +462,7 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
var brightness = getBrightness( var brightness = getBrightness(
cell.raindrop, cell.raindrop,
cell.effect, cell.effect,
uv,
input.quadDepth input.quadDepth
); );
var symbol = getSymbol(uv, i32(cell.symbol.r)); var symbol = getSymbol(uv, i32(cell.symbol.r));
@@ -462,8 +474,8 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
vec3<f32>( vec3<f32>(
cell.raindrop.g, cell.raindrop.g,
vec2<f32>( vec2<f32>(
1.0 - (cell.raindrop.r * 3.0), 1.0 - ((1.0 - cell.raindrop.r) * 3.0),
1.0 - (cell.raindrop.r * 8.0) 1.0 - ((1.0 - cell.raindrop.r) * 8.0)
) * (1.0 - cell.raindrop.g) ) * (1.0 - cell.raindrop.g)
) * symbol.r, ) * symbol.r,
1.0 1.0