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Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view
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@@ -55,11 +55,11 @@ float getRainTime(float simTime, vec2 glyphPos) {
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columnSpeedOffset = 0.5;
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}
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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return wobble((glyphPos.y * 0.01 + columnTime) / raindropLength);
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}
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float getBrightness(float rainTime) {
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float value = 1. - fract(wobble(rainTime));
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float value = 1. - fract(rainTime);
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if (loops) {
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value = 1. - fract(rainTime);
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}
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@@ -122,10 +122,12 @@ float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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// Main function
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous, vec4 previousBelow) {
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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// Determine the glyph's local time.
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float rainTime = getRainTime(simTime, glyphPos);
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float rainTimeBelow = getRainTime(simTime, glyphPos + vec2(0., -1.));
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float cursor = fract(rainTime) < fract(rainTimeBelow) ? 1.0 : 0.0;
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// Rain time is the backbone of this effect.
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@@ -139,9 +141,6 @@ vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenP
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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float previousBrightnessBelow = previousBelow.r;
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float cursor = brightness > previousBrightnessBelow ? 1.0 : 0.0;
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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float previousBrightness = previous.r;
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@@ -158,6 +157,5 @@ 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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vec4 previous = texture2D( previousShineState, screenPos );
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vec4 previousBelow = texture2D( previousShineState, screenPos + vec2(0., -1. / numRows));
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous, previousBelow);
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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