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https://github.com/Rezmason/matrix.git
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68 lines
1.9 KiB
GLSL
68 lines
1.9 KiB
GLSL
precision highp float;
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// This shader governs the "intro"— the initial stream of rain from a blank screen.
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// It writes falling rain to the channels of a data texture:
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// R: raindrop length
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// G: unused
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// B: unused
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// A: unused
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#define PI 3.14159265359
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousIntroState;
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uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed, fallSpeed;
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uniform bool skipIntro;
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// Helper functions for generating randomness, borrowed from elsewhere
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highp float randomFloat( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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vec2 randomVec2( const in vec2 uv ) {
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return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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float wobble(float x) {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Main function
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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if (skipIntro) {
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return vec4(2., 0., 0., 0.);
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}
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float columnTimeOffset;
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int column = int(glyphPos.x);
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if (column == int(numColumns / 2.)) {
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columnTimeOffset = -1.;
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} else if (column == int(numColumns * 0.75)) {
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columnTimeOffset = -2.;
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} else {
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columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
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columnTimeOffset += (sin(glyphPos.x / numColumns * PI) - 1.) * 2. - 2.5;
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}
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float introTime = (simTime + columnTimeOffset) * fallSpeed / numRows * 100.;
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vec4 result = vec4(introTime, 0., 0., 0.);
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return result;
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}
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void main() {
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float simTime = time * animationSpeed;
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bool isFirstFrame = tick <= 1.;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec4 previous = texture2D( previousIntroState, screenPos );
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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