mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
79 lines
2.5 KiB
GLSL
79 lines
2.5 KiB
GLSL
precision highp float;
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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 previousComputeState;
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uniform float numColumns, numRows;
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uniform float time, tick, cycleFrameSkip;
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uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform float glyphSequenceLength;
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uniform float raindropLength;
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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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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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float getRainBrightness(float simTime, vec2 glyphPos) {
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float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
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float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
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rainTime = wobble(rainTime);
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return 1.0 - fract(rainTime);
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}
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vec2 computeRaindrop(float simTime, vec2 glyphPos) {
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float brightness = getRainBrightness(simTime, glyphPos);
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float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
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bool cursor = brightness > brightnessBelow;
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return vec2(brightness, cursor);
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}
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vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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float previousSymbol = previous.r;
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float previousAge = previous.g;
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bool resetGlyph = isFirstFrame;
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if (resetGlyph) {
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previousAge = randomFloat(screenPos + 0.5);
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previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
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}
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float cycleSpeed = animationSpeed * cycleSpeed;
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float age = previousAge;
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float symbol = previousSymbol;
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if (mod(tick, cycleFrameSkip) == 0.) {
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age += cycleSpeed * cycleFrameSkip;
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if (age >= 1.) {
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symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
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age = fract(age);
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}
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}
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return vec2(symbol, age);
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}
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void main() {
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float simTime = time * animationSpeed;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec2 raindrop = computeRaindrop(simTime, glyphPos);
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bool isFirstFrame = tick <= 1.;
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vec4 previous = texture2D( previousComputeState, screenPos );
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vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
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vec2 symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, previousSymbol);
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gl_FragColor = vec4(raindrop, symbol);
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}
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