precision highp float; // 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 #define PI 3.14159265359 #define RADS_TO_HZ 0.15915494309 #define SQRT_2 1.4142135623730951 #define SQRT_5 2.23606797749979 uniform float time; uniform float tick; uniform float numColumns, numRows; uniform sampler2D lastState; uniform bool hasSun; uniform bool hasThunder; uniform bool showComputationTexture; uniform float brightnessOverride, brightnessThreshold, brightnessDecay; uniform float animationSpeed, fallSpeed, cycleSpeed; uniform float raindropLength; uniform float glyphHeightToWidth; uniform int cycleStyle; uniform float cycleFrameSkip; uniform float rippleScale, rippleSpeed, 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)); // columnSpeedOffset = 0.0; // loop float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(RADS_TO_HZ * 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(RADS_TO_HZ * SQRT_2 * rainTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * rainTime))); // value = 1.0 - fract(rainTime); // loop return log(value * 1.25) * 3.0; } float getGlyphCycleSpeed(float rainTime, float brightness) { float glyphCycleSpeed = 0.0; if (cycleStyle == 0 && brightness > 0.0) { glyphCycleSpeed = pow(1.0 - brightness, 4.0); } else if (cycleStyle == 1) { glyphCycleSpeed = fract(rainTime); } return glyphCycleSpeed; } 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(RADS_TO_HZ * SQRT_2 * simTime) + 0.2 * sin(RADS_TO_HZ * SQRT_5 * simTime))); // thunder = 1.0 - fract(simTime + 0.3); // loop 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(RADS_TO_HZ * simTime)) * rippleSpeed + 1.; // rippleTime = (simTime * 0.5) * rippleSpeed + 1.; // loop vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5; // offset = vec2(0.); // loop 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 / vec2(numColumns, numRows); 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); } if (oldRainBrightness <= 0.0) { // oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos); // loop } 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 = oldGlyphCycle; if (mod(tick, cycleFrameSkip) == 0.0) { glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed * cycleFrameSkip); } float effect = 0.; effect = applyRippleEffect(effect, simTime, screenPos); effect = applyCursorEffect(effect, rainBrightness); float glyphDepth = rand(vec2(glyphPos.x, 0.0)); if (brightnessOverride > 0. && rainBrightness > brightnessThreshold) { rainBrightness = brightnessOverride; } if (!isInitializing) { rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessDecay); } 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, glyphDepth, effect ); } }