mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Added glint brightness and contrast, makes a big difference
This commit is contained in:
14
TODO.txt
14
TODO.txt
@@ -1,5 +1,11 @@
|
||||
TODO:
|
||||
|
||||
Multiply glints and bases by texture
|
||||
Base: grid
|
||||
Trinity glint: worn metal
|
||||
Morpheus glint: hex mesh
|
||||
Bugs glint: horizontal grooves
|
||||
|
||||
Audio system
|
||||
Toggle (or number representing frequency)
|
||||
Load the sound effect
|
||||
@@ -16,14 +22,6 @@ Playdate version
|
||||
Docking sound
|
||||
Maybe crank sounds? Not sure yet
|
||||
|
||||
Support Resurrections anomaly streaks
|
||||
grit texture multiply
|
||||
Lighting
|
||||
Different parts of a streak glow at different intensities, at different times
|
||||
The streaks often dim slower, ie. are brighter, than the glyphs beneath them
|
||||
Different brightness/contrast?
|
||||
Imagine they're metallic or something
|
||||
|
||||
Support Resurrections SDF bevel and "lights"
|
||||
https://shaderfun.com/2018/07/23/signed-distance-fields-part-8-gradients-bevels-and-noise/
|
||||
Get the "normals" and color right
|
||||
|
||||
@@ -70,6 +70,8 @@ const defaults = {
|
||||
cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
|
||||
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
|
||||
glintBrightness: -2, // The brightness of the glints, before any effects are applied
|
||||
glintContrast: 3, // 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.
|
||||
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
|
||||
@@ -196,7 +198,7 @@ const versions = {
|
||||
glyphEdgeCrop: 0.1,
|
||||
cursorColor: [1.4, 2, 1.2],
|
||||
isolateGlint: true,
|
||||
glintColor: [2, 1.5, 0.5],
|
||||
glintColor: [1.6, 1.5, 0.5],
|
||||
baseBrightness: -0.9,
|
||||
baseContrast: 1.5,
|
||||
highPassThreshold: 0,
|
||||
|
||||
@@ -129,6 +129,8 @@ export default ({ regl, config, lkg }) => {
|
||||
// fragment
|
||||
"baseBrightness",
|
||||
"baseContrast",
|
||||
"glintBrightness",
|
||||
"glintContrast",
|
||||
"brightnessThreshold",
|
||||
"brightnessOverride",
|
||||
"isolateCursor",
|
||||
|
||||
@@ -8,7 +8,7 @@ uniform sampler2D raindropState, symbolState, effectState;
|
||||
uniform float numColumns, numRows;
|
||||
uniform sampler2D glyphTex, glintTex;
|
||||
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
|
||||
uniform float baseContrast, baseBrightness;
|
||||
uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
|
||||
uniform float brightnessOverride, brightnessThreshold;
|
||||
uniform vec2 glyphTextureGridSize;
|
||||
uniform vec2 slantVec;
|
||||
@@ -58,26 +58,35 @@ vec2 getUV(vec2 uv) {
|
||||
return uv;
|
||||
}
|
||||
|
||||
vec2 getBrightness(float brightness, float cursor, float multipliedEffects, float addedEffects) {
|
||||
if (!isolateCursor) {
|
||||
cursor = 0.;
|
||||
}
|
||||
brightness = (1. - brightness) * baseContrast + baseBrightness;
|
||||
vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth) {
|
||||
|
||||
float base = raindrop.r;
|
||||
bool isCursor = bool(raindrop.g) && isolateCursor;
|
||||
float glint = base;
|
||||
float multipliedEffects = effect.r;
|
||||
float addedEffects = effect.g;
|
||||
|
||||
base = base * baseContrast + baseBrightness;
|
||||
glint = glint * glintContrast + glintBrightness;
|
||||
|
||||
// Modes that don't fade glyphs set their actual brightness here
|
||||
if (brightnessOverride > 0. && brightness > brightnessThreshold && cursor == 0.) {
|
||||
brightness = brightnessOverride;
|
||||
if (brightnessOverride > 0. && base > brightnessThreshold && !isCursor) {
|
||||
base = brightnessOverride;
|
||||
}
|
||||
|
||||
brightness *= multipliedEffects;
|
||||
brightness += addedEffects;
|
||||
base = base * multipliedEffects + addedEffects;
|
||||
glint = glint * multipliedEffects + addedEffects;
|
||||
|
||||
// In volumetric mode, distant glyphs are dimmer
|
||||
if (volumetric && !showDebugView) {
|
||||
brightness = brightness * min(1., vDepth);
|
||||
base = base * min(1.0, quadDepth);
|
||||
glint = glint * min(1.0, quadDepth);
|
||||
}
|
||||
|
||||
return vec2(brightness * (1. - cursor), brightness * cursor);
|
||||
return vec3(
|
||||
(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
|
||||
glint
|
||||
);
|
||||
}
|
||||
|
||||
vec2 getSymbolUV(float index) {
|
||||
@@ -121,7 +130,11 @@ void main() {
|
||||
vec4 symbolData = volumetric ? vSymbol : texture2D( symbolState, uv);
|
||||
vec4 effectData = volumetric ? vEffect : texture2D( effectState, uv);
|
||||
|
||||
vec2 brightness = getBrightness(raindropData.r, raindropData.g, effectData.r, effectData.g);
|
||||
vec3 brightness = getBrightness(
|
||||
raindropData,
|
||||
effectData,
|
||||
vDepth
|
||||
);
|
||||
vec2 symbol = getSymbol(uv, symbolData.r);
|
||||
|
||||
if (showDebugView) {
|
||||
@@ -136,6 +149,6 @@ void main() {
|
||||
1.
|
||||
);
|
||||
} else {
|
||||
gl_FragColor = vec4(brightness * symbol.r, brightness.r * symbol.g, 0.);
|
||||
gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,7 +56,7 @@ float getRainBrightness(float simTime, vec2 glyphPos) {
|
||||
if (!loops) {
|
||||
rainTime = wobble(rainTime);
|
||||
}
|
||||
return fract(rainTime);
|
||||
return 1.0 - fract(rainTime);
|
||||
}
|
||||
|
||||
// Main function
|
||||
@@ -64,7 +64,7 @@ float getRainBrightness(float simTime, vec2 glyphPos) {
|
||||
vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
|
||||
float brightness = getRainBrightness(simTime, glyphPos);
|
||||
float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
|
||||
float cursor = brightness < brightnessBelow ? 1.0 : 0.0;
|
||||
float cursor = brightness > brightnessBelow ? 1.0 : 0.0;
|
||||
|
||||
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
|
||||
if (!isFirstFrame) {
|
||||
|
||||
@@ -29,6 +29,8 @@ struct Config {
|
||||
forwardSpeed : f32,
|
||||
baseBrightness : f32,
|
||||
baseContrast : f32,
|
||||
glintBrightness : f32,
|
||||
glintContrast : f32,
|
||||
glyphVerticalSpacing : f32,
|
||||
glyphEdgeCrop : f32,
|
||||
isPolar : i32,
|
||||
@@ -144,7 +146,7 @@ fn getRainBrightness(simTime : f32, glyphPos : vec2<f32>) -> f32 {
|
||||
if (!bool(config.loops)) {
|
||||
rainTime = wobble(rainTime);
|
||||
}
|
||||
return fract(rainTime);
|
||||
return 1.0 - fract(rainTime);
|
||||
}
|
||||
|
||||
// Compute shader additional effects
|
||||
@@ -203,7 +205,7 @@ fn computeRaindrop (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, sc
|
||||
|
||||
var brightness = getRainBrightness(simTime, glyphPos);
|
||||
var brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
|
||||
var cursor = select(0.0, 1.0, brightness < brightnessBelow);
|
||||
var cursor = select(0.0, 1.0, brightness > brightnessBelow);
|
||||
|
||||
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
|
||||
if (!isFirstFrame) {
|
||||
@@ -371,30 +373,35 @@ fn getUV(inputUV : vec2<f32>) -> vec2<f32> {
|
||||
return uv;
|
||||
}
|
||||
|
||||
fn getBrightness(inputBrightness : f32, cursor : f32, quadDepth : f32, multipliedEffects : f32, addedEffects : f32) -> vec2<f32> {
|
||||
fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, quadDepth : f32) -> vec3<f32> {
|
||||
|
||||
var isCursor = bool(cursor);
|
||||
var base = raindrop.r;
|
||||
var isCursor = bool(raindrop.g) && bool(config.isolateCursor);
|
||||
var glint = base;
|
||||
var multipliedEffects = effect.r;
|
||||
var addedEffects = effect.g;
|
||||
|
||||
if (!bool(config.isolateCursor)) {
|
||||
isCursor = false;
|
||||
}
|
||||
|
||||
var brightness = (1.0 - inputBrightness) * config.baseContrast + config.baseBrightness;
|
||||
base = base * config.baseContrast + config.baseBrightness;
|
||||
glint = glint * config.glintContrast + config.glintBrightness;
|
||||
|
||||
// Modes that don't fade glyphs set their actual brightness here
|
||||
if (config.brightnessOverride > 0. && brightness > config.brightnessThreshold && !isCursor) {
|
||||
brightness = config.brightnessOverride;
|
||||
if (config.brightnessOverride > 0. && base > config.brightnessThreshold && !isCursor) {
|
||||
base = config.brightnessOverride;
|
||||
}
|
||||
|
||||
brightness *= multipliedEffects;
|
||||
brightness += addedEffects;
|
||||
base = base * multipliedEffects + addedEffects;
|
||||
glint = glint * multipliedEffects + addedEffects;
|
||||
|
||||
// In volumetric mode, distant glyphs are dimmer
|
||||
if (bool(config.volumetric) && !bool(config.showDebugView)) {
|
||||
brightness = brightness * min(1.0, quadDepth);
|
||||
base = base * min(1.0, quadDepth);
|
||||
glint = glint * min(1.0, quadDepth);
|
||||
}
|
||||
|
||||
return select(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), isCursor) * brightness;
|
||||
return vec3<f32>(
|
||||
select(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), isCursor) * base,
|
||||
glint
|
||||
);
|
||||
}
|
||||
|
||||
fn getSymbolUV(symbol : i32) -> vec2<f32> {
|
||||
@@ -442,11 +449,9 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
|
||||
var cell = cells_RO.cells[gridIndex];
|
||||
|
||||
var brightness = getBrightness(
|
||||
cell.raindrop.r,
|
||||
cell.raindrop.g,
|
||||
input.quadDepth,
|
||||
cell.effect.r,
|
||||
cell.effect.g
|
||||
cell.raindrop,
|
||||
cell.effect,
|
||||
input.quadDepth
|
||||
);
|
||||
var symbol = getSymbol(uv, i32(cell.symbol.r));
|
||||
|
||||
@@ -464,7 +469,7 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
|
||||
1.0
|
||||
);
|
||||
} else {
|
||||
output.color = vec4(brightness * symbol.r, brightness.r * symbol.g, 0.0);
|
||||
output.color = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.0);
|
||||
}
|
||||
|
||||
var highPassColor = output.color;
|
||||
|
||||
Reference in New Issue
Block a user