Files
matrix/shaders/glsl/rainPass.compute.frag.glsl
2023-08-22 11:46:29 -07:00

79 lines
2.5 KiB
GLSL

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);
}