Files
matrix/shaders/glsl/rainPass.frag.glsl
Rezmason b56f63b74b Fixing the asterisk glyph in the font and glyph sets.
Adding the megacity glyph to the font and added a megacity glyph set.
Fixed a bug in the rain pass's fragment shader that caused glyphs in the last column to go missing
2022-04-28 18:18:15 -07:00

94 lines
2.7 KiB
GLSL

#define PI 3.14159265359
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives: enable
#endif
precision lowp float;
uniform sampler2D state;
uniform float numColumns, numRows;
uniform sampler2D glyphTex;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
uniform vec2 glyphTextureGridSize;
uniform vec2 slantVec;
uniform float slantScale;
uniform bool isPolar;
uniform bool showComputationTexture;
uniform bool volumetric;
varying vec2 vUV;
varying vec3 vChannel;
varying vec4 vGlyph;
float median3(vec3 i) {
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
}
vec2 getSymbolUV(float glyphCycle) {
float symbol = floor((glyphSequenceLength) * glyphCycle) + 1.0;
float symbolX = mod(symbol, glyphTextureGridSize.x);
float symbolY = mod(floor(symbol / glyphTextureGridSize.x), glyphTextureGridSize.y);
symbolY = glyphTextureGridSize.y - symbolY - 1.0;
return vec2(symbolX, symbolY);
}
void main() {
vec2 uv = vUV;
// In normal mode, derives the current glyph and UV from vUV
if (!volumetric) {
if (isPolar) {
// Curved space that makes 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(fract(angle * 4. - 0.5), 1.5 * (1. - sqrt(radius)));
} else {
// Applies the slant and scales space so the viewport is fully 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;
}
// Unpack the values from the data texture
vec4 glyph = volumetric ? vGlyph : texture2D(state, uv);
float brightness = glyph.r;
vec2 symbolUV = getSymbolUV(glyph.g);
float quadDepth = glyph.b;
float effect = glyph.a;
brightness = max(effect, brightness);
// In volumetric mode, distant glyphs are dimmer
if (volumetric) {
brightness = brightness * min(1.0, quadDepth);
}
// resolve UV to cropped position of glyph in MSDF texture
vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
glyphUV -= 0.5;
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
glyphUV += 0.5;
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureGridSize;
// MSDF: calculate brightness of fragment based on distance to shape
vec3 dist = texture2D(glyphTex, msdfUV).rgb;
float sigDist = median3(dist) - 0.5;
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
if (showComputationTexture) {
vec4 debugColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
if (volumetric) {
debugColor.g = debugColor.g * 0.9 + 0.1;
}
gl_FragColor = debugColor;
} else {
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
}
}