import { loadImage, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js"; export default (regl, config) => { // These two framebuffers are used to compute the raining code. // they take turns being the source and destination of the "compute" shader. // The half float data type is crucial! It lets us store almost any real number, // whereas the default type limits us to integers between 0 and 255. // This double buffer is smaller than the screen, because its pixels correspond // with glyphs in the final image, and the glyphs are much larger than a pixel. const doubleBuffer = makeDoubleBuffer(regl, { radius: config.numColumns, wrapT: "clamp", type: "half float" }); const output = makePassFBO(regl); // This shader is the star of the show. // In normal operation, each pixel represents a glyph's: // R: brightness // G: progress through the glyph sequence // B: current glyph index // A: additional brightness, for effects const update = regl({ frag: ` precision highp float; #define PI 3.14159265359 #define SQRT_2 1.4142135623730951 #define SQRT_5 2.23606797749979 uniform float numColumns; uniform sampler2D lastState; uniform bool hasSun; uniform bool hasThunder; uniform bool showComputationTexture; uniform float brightnessMinimum; uniform float brightnessMultiplier; uniform float brightnessOffset; uniform float brightnessMix; uniform float time; uniform float animationSpeed; uniform float cycleSpeed; uniform float fallSpeed; uniform float raindropLength; uniform float glyphHeightToWidth; uniform float glyphSequenceLength; uniform float glyphTextureColumns; uniform int cycleStyle; uniform float rippleScale; uniform float rippleSpeed; uniform float rippleThickness; uniform int rippleType; uniform float cursorEffectThreshold; float max2(vec2 v) { return max(v.x, v.y); } highp float rand( 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 rand2(vec2 p) { return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077))); } float getRainTime(float simTime, vec2 glyphPos) { float columnTimeOffset = rand(vec2(glyphPos.x, 0.0)); float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0)); float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * columnSpeedOffset) * 0.2); return (glyphPos.y * 0.01 + columnTime) / raindropLength; } float getRainBrightness(float rainTime) { float value = 1.0 - fract((rainTime + 0.3 * sin(SQRT_2 * rainTime) + 0.2 * sin(SQRT_5 * rainTime))); return log(value * 1.25) * 3.0; } float getGlyphCycleSpeed(float rainTime, float brightness) { float glyphCycleSpeed = 0.0; if (cycleStyle == 1) { glyphCycleSpeed = fract((rainTime + 0.7 * sin(SQRT_2 * rainTime) + 1.1 * sin(SQRT_5 * rainTime))) * 0.75; } else if (cycleStyle == 0 && brightness > 0.0) { glyphCycleSpeed = pow(1.0 - brightness, 4.0); } return glyphCycleSpeed; } float getSymbolIndex(float glyphCycle) { float symbol = floor(glyphSequenceLength * glyphCycle); float symbolX = mod(symbol, glyphTextureColumns); float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns); return symbolY * glyphTextureColumns + symbolX; } float applySunShower(float rainBrightness, vec2 screenPos) { if (rainBrightness < -4.) { return rainBrightness; } float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5; return value; } float applyThunder(float rainBrightness, float simTime, vec2 screenPos) { simTime *= 0.5; float thunder = 1.0 - fract((simTime + 0.3 * sin(SQRT_2 * simTime) + 0.2 * sin(SQRT_5 * simTime))); thunder = log(thunder * 1.5) * 4.0; thunder = clamp(thunder, 0., 1.); thunder = thunder * pow(screenPos.y, 2.) * 3.; return rainBrightness + thunder; } float applyRippleEffect(float effect, float simTime, vec2 screenPos) { if (rippleType == -1) { return effect; } float rippleTime = (simTime * 0.5 + 0.2 * sin(simTime)) * rippleSpeed + 1.; vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5; vec2 ripplePos = screenPos * 2.0 - 1.0 + offset; float rippleDistance; if (rippleType == 0) { rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth)); } else if (rippleType == 1) { rippleDistance = length(ripplePos); } float rippleValue = fract(rippleTime) * rippleScale - rippleDistance; if (rippleValue > 0. && rippleValue < rippleThickness) { return effect + 0.75; } else { return effect; } } float applyCursorEffect(float effect, float brightness) { if (brightness >= cursorEffectThreshold) { effect = 1.0; } return effect; } void main() { vec2 glyphPos = gl_FragCoord.xy; vec2 screenPos = glyphPos / numColumns; float simTime = time * animationSpeed; // Read the current values of the glyph vec4 data = texture2D( lastState, screenPos ); bool isInitializing = length(data) == 0.; float oldRainBrightness = data.r; float oldGlyphCycle = data.g; if (isInitializing) { oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); } float rainTime = getRainTime(simTime, glyphPos); float rainBrightness = getRainBrightness(rainTime); if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos); if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos); float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness); float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed); float effect = 0.; effect = applyRippleEffect(effect, simTime, screenPos); effect = applyCursorEffect(effect, rainBrightness); if (rainBrightness > brightnessMinimum) { rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset; } if (!isInitializing) { rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix); } if (showComputationTexture) { gl_FragColor = vec4( rainBrightness, glyphCycle, min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell 1.0 ); } else { gl_FragColor = vec4( rainBrightness, glyphCycle, getSymbolIndex(glyphCycle), effect ); } } `, uniforms: { lastState: doubleBuffer.back }, framebuffer: doubleBuffer.front }); const msdfLoader = loadImage(regl, config.glyphTexURL); // We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen const render = regl({ vert: ` attribute vec2 aPosition; uniform float width; uniform float height; varying vec2 vUV; void main() { vUV = aPosition / 2.0 + 0.5; // Scale the geometry to cover the longest dimension of the viewport vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width); gl_Position = vec4( size * aPosition, 0.0, 1.0 ); } `, frag: ` #define PI 3.14159265359 #ifdef GL_OES_standard_derivatives #extension GL_OES_standard_derivatives: enable #endif precision lowp float; uniform sampler2D glyphTex; uniform sampler2D lastState; uniform float numColumns; uniform float glyphTextureColumns; uniform vec2 slantVec; uniform float slantScale; uniform float glyphHeightToWidth; uniform float glyphEdgeCrop; uniform bool isPolar; uniform bool showComputationTexture; varying vec2 vUV; float median3(vec3 i) { return max(min(i.r, i.g), min(max(i.r, i.g), i.b)); } void main() { vec2 uv = vUV; if (isPolar) { // Curves the UV space to make letters appear to radiate from up above uv -= 0.5; uv *= 0.5; uv.y -= 0.5; float radius = length(uv); float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5; uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5); } else { // Applies the slant, scaling the UV space // to guarantee the viewport is still covered uv = vec2( (uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y, (uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y ) * slantScale + 0.5; } uv.y /= glyphHeightToWidth; vec4 glyph = texture2D(lastState, uv); if (showComputationTexture) { gl_FragColor = glyph; return; } // Unpack the values from the font texture float brightness = glyph.r; float effect = glyph.a; brightness = max(effect, brightness); float symbolIndex = glyph.b; // resolve UV to MSDF texture coord vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns)); vec2 glyphUV = fract(uv * numColumns); glyphUV -= 0.5; glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0); glyphUV += 0.5; vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns; // MSDF vec3 dist = texture2D(glyphTex, msdfUV).rgb; float sigDist = median3(dist) - 0.5; float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0); gl_FragColor = vec4(vec3(brightness * alpha), 1.0); } `, uniforms: { glyphTex: msdfLoader.texture, height: regl.context("viewportWidth"), width: regl.context("viewportHeight"), lastState: doubleBuffer.front }, framebuffer: output }); return makePass( output, resources => { update(); render(resources); }, null, msdfLoader.ready ); };