precision highp float; #define PI 3.14159265359 #define SQRT_2 1.4142135623730951 #define SQRT_5 2.23606797749979 uniform sampler2D previousComputeState; uniform float numColumns, numRows; uniform float time, tick, cycleFrameSkip; uniform float animationSpeed, fallSpeed, cycleSpeed; uniform float glyphSequenceLength; uniform float raindropLength; // Helper functions for generating randomness, borrowed from elsewhere highp float randomFloat( const in vec2 uv ) { const highp float a = 12.9898, b = 78.233, c = 43758.5453; highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); return fract(sin(sn) * c); } float wobble(float x) { return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x); } float getRainBrightness(float simTime, vec2 glyphPos) { float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.; float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5; float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset; float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength; rainTime = wobble(rainTime); return 1.0 - fract(rainTime); } vec2 computeRaindrop(float simTime, vec2 glyphPos) { float brightness = getRainBrightness(simTime, glyphPos); float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.)); bool cursor = brightness > brightnessBelow; return vec2(brightness, cursor); } vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) { float previousSymbol = previous.r; float previousAge = previous.g; bool resetGlyph = isFirstFrame; if (resetGlyph) { previousAge = randomFloat(screenPos + 0.5); previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos)); } float cycleSpeed = animationSpeed * cycleSpeed; float age = previousAge; float symbol = previousSymbol; if (mod(tick, cycleFrameSkip) == 0.) { age += cycleSpeed * cycleFrameSkip; if (age >= 1.) { symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime)); age = fract(age); } } return vec2(symbol, age); } void main() { float simTime = time * animationSpeed; vec2 glyphPos = gl_FragCoord.xy; vec2 screenPos = glyphPos / vec2(numColumns, numRows); vec2 raindrop = computeRaindrop(simTime, glyphPos); bool isFirstFrame = tick <= 1.; vec4 previous = texture2D( previousComputeState, screenPos ); vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0); vec2 symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, previousSymbol); gl_FragColor = vec4(raindrop, symbol); }