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https://github.com/Rezmason/matrix.git
synced 2026-04-17 13:59:30 -07:00
Added glint brightness and contrast, makes a big difference
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@@ -8,7 +8,7 @@ uniform sampler2D raindropState, symbolState, effectState;
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uniform float numColumns, numRows;
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uniform sampler2D glyphTex, glintTex;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform float baseContrast, baseBrightness;
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uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
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uniform float brightnessOverride, brightnessThreshold;
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uniform vec2 glyphTextureGridSize;
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uniform vec2 slantVec;
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@@ -58,26 +58,35 @@ vec2 getUV(vec2 uv) {
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return uv;
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}
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vec2 getBrightness(float brightness, float cursor, float multipliedEffects, float addedEffects) {
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if (!isolateCursor) {
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cursor = 0.;
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}
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brightness = (1. - brightness) * baseContrast + baseBrightness;
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vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth) {
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float base = raindrop.r;
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bool isCursor = bool(raindrop.g) && isolateCursor;
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float glint = base;
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float multipliedEffects = effect.r;
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float addedEffects = effect.g;
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base = base * baseContrast + baseBrightness;
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glint = glint * glintContrast + glintBrightness;
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold && cursor == 0.) {
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brightness = brightnessOverride;
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if (brightnessOverride > 0. && base > brightnessThreshold && !isCursor) {
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base = brightnessOverride;
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}
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brightness *= multipliedEffects;
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brightness += addedEffects;
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base = base * multipliedEffects + addedEffects;
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glint = glint * multipliedEffects + addedEffects;
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric && !showDebugView) {
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brightness = brightness * min(1., vDepth);
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base = base * min(1.0, quadDepth);
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glint = glint * min(1.0, quadDepth);
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}
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return vec2(brightness * (1. - cursor), brightness * cursor);
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return vec3(
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(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
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glint
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);
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}
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vec2 getSymbolUV(float index) {
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@@ -121,7 +130,11 @@ void main() {
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vec4 symbolData = volumetric ? vSymbol : texture2D( symbolState, uv);
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vec4 effectData = volumetric ? vEffect : texture2D( effectState, uv);
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vec2 brightness = getBrightness(raindropData.r, raindropData.g, effectData.r, effectData.g);
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vec3 brightness = getBrightness(
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raindropData,
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effectData,
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vDepth
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);
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vec2 symbol = getSymbol(uv, symbolData.r);
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if (showDebugView) {
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@@ -136,6 +149,6 @@ void main() {
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1.
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);
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} else {
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gl_FragColor = vec4(brightness * symbol.r, brightness.r * symbol.g, 0.);
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gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
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}
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}
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@@ -56,7 +56,7 @@ float getRainBrightness(float simTime, vec2 glyphPos) {
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if (!loops) {
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rainTime = wobble(rainTime);
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}
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return fract(rainTime);
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return 1.0 - fract(rainTime);
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}
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// Main function
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@@ -64,7 +64,7 @@ float getRainBrightness(float simTime, vec2 glyphPos) {
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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float brightness = getRainBrightness(simTime, glyphPos);
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float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
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float cursor = brightness < brightnessBelow ? 1.0 : 0.0;
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float cursor = brightness > brightnessBelow ? 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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