precision highp float; // This shader governs the "intro"— the initial stream of rain from a blank screen. // It writes falling rain to the channels of a data texture: // R: raindrop length // G: unused // B: unused // A: unused #define PI 3.14159265359 #define SQRT_2 1.4142135623730951 #define SQRT_5 2.23606797749979 uniform sampler2D previousIntroState; uniform float numColumns, numRows; uniform float time, tick; uniform float animationSpeed, fallSpeed; uniform bool skipIntro; // 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); } vec2 randomVec2( const in vec2 uv ) { return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077))); } float wobble(float x) { return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x); } // Main function vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) { if (skipIntro) { return vec4(2., 0., 0., 0.); } float columnTimeOffset; int column = int(glyphPos.x); if (column == int(numColumns / 2.)) { columnTimeOffset = -1.; } else if (column == int(numColumns * 0.75)) { columnTimeOffset = -2.; } else { columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.; columnTimeOffset += (sin(glyphPos.x / numColumns * PI) - 1.) * 2. - 2.5; } float introTime = (simTime + columnTimeOffset) * fallSpeed / numRows * 100.; vec4 result = vec4(introTime, 0., 0., 0.); return result; } void main() { float simTime = time * animationSpeed; bool isFirstFrame = tick <= 1.; vec2 glyphPos = gl_FragCoord.xy; vec2 screenPos = glyphPos / vec2(numColumns, numRows); vec4 previous = texture2D( previousIntroState, screenPos ); gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous); }