mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Added glint brightness and contrast, makes a big difference
This commit is contained in:
@@ -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