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https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Added paradise version. Added Coptic text texture. Added polar coordinate and "sun" support to the renderer.
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@@ -4,7 +4,9 @@ const makeMatrixRenderer = (renderer, texture, {
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animationSpeed, fallSpeed, cycleSpeed,
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glyphSequenceLength,
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numGlyphColumns,
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hasThunder
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hasThunder,
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hasSun,
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isPolar
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}) => {
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const matrixRenderer = {};
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const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
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@@ -41,6 +43,10 @@ const glyphVariable = gpuCompute.addVariable(
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return fract(sin(sn) * c);
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}
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highp float blast( const in float x, const in float power ) {
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return pow(pow(pow(x, power), power), power);
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}
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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@@ -62,17 +68,22 @@ const glyphVariable = gpuCompute.addVariable(
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float newBrightness = 3.0 * log(value * 1.25);
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#ifdef hasThunder
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float thunder = 10.0 * (pow(pow(sin(SQRT_5 * simTime), 10.0), 10.0) + pow(pow(sin(SQRT_2 * simTime), 10.0), 10.0)) + 0.6;
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#ifdef hasSun
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newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
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#endif
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newBrightness *= thunder;
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#ifdef hasThunder
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vec2 distVec = (gl_FragCoord.xy / resolution.xy - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
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float thunder = (blast(sin(SQRT_5 * simTime * 2.0), 10.0) + blast(sin(SQRT_2 * simTime * 2.0), 10.0));
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thunder *= 20.0 * (1.0 - 1.5 * length(distVec));
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newBrightness *= max(0.0, thunder) * 0.4 + 0.6;
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if (newBrightness > brightness) {
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brightness = newBrightness;
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
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}
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brightness = min(1.0, brightness);
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#else
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brightness = mix(brightness, newBrightness, brightnessChangeBias);
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#endif
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@@ -84,7 +95,7 @@ const glyphVariable = gpuCompute.addVariable(
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float symbolX = mod(symbol, numGlyphColumns);
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float symbolY = ((numGlyphColumns - 1.0) - (symbol - symbolX) / numGlyphColumns);
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gl_FragColor = vec4(1.0);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragColor.r = brightness;
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gl_FragColor.g = cycle;
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gl_FragColor.b = symbolX / numGlyphColumns;
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@@ -96,7 +107,7 @@ const glyphVariable = gpuCompute.addVariable(
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);
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gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
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const brightnessChangeBias = animationSpeed == 0 ? 1 : Math.min(1, Math.abs(animationSpeed));
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const brightnessChangeBias = (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed));
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Object.assign(glyphVariable.material.uniforms, {
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now: { type: "f", value: 0 },
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delta: { type: "f", value: 0.01 },
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@@ -110,6 +121,9 @@ const glyphVariable = gpuCompute.addVariable(
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if (hasThunder) {
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glyphVariable.material.defines.hasThunder = 1.0;
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}
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if (hasSun) {
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glyphVariable.material.defines.hasSun = 1.0;
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}
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const error = gpuCompute.init();
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if ( error !== null ) {
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@@ -140,6 +154,7 @@ const glyphVariable = gpuCompute.addVariable(
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}
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`,
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fragmentShader: `
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#define PI 3.14159265359
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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@@ -159,17 +174,26 @@ const glyphVariable = gpuCompute.addVariable(
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void main() {
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#ifdef isPolar
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vec2 diff = vUV - vec2(0.5, 1.25);
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float radius = length(diff);
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float angle = atan(diff.y, diff.x) + PI;
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vec2 uv = vec2(angle / PI, 1.0 - pow(radius * 0.75, 0.6));
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#else
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vec2 uv = vUV;
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#endif
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// Unpack the values from the glyph texture
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vec4 glyph = texture2D(glyphs, vUV);
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vec4 glyph = texture2D(glyphs, uv);
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float brightness = glyph.r;
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vec2 symbolUV = glyph.ba;
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vec4 sample = texture2D(msdf, fract(vUV * numColumns) / numGlyphColumns + symbolUV);
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vec4 sample = texture2D(msdf, fract(uv * numColumns) / numGlyphColumns + symbolUV);
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// The rest is straight up MSDF
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
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vec2 duv = dscale * (dFdx(uv) + dFdy(uv));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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@@ -183,6 +207,13 @@ const glyphVariable = gpuCompute.addVariable(
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`
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})
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);
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if (isPolar) {
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mesh.material.defines.isPolar = 1.0;
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}
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// mesh.material = new THREE.MeshBasicMaterial({map: glyphRTT});
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scene.add( mesh );
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let start = NaN;
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