Files
matrix/shaders/glsl/rainPass.shine.frag.glsl

87 lines
2.9 KiB
GLSL

precision highp float;
// This shader is the star of the show.
// It writes falling rain to the channels of a data texture:
// R: brightness
// G: unused
// B: whether the cell is a "cursor"
// A: unused
// Listen.
// I understand if this shader looks confusing. Please don't be discouraged!
// It's just a handful of sine and fract functions. Try commenting parts out to learn
// how the different steps combine to produce the result. And feel free to reach out. -RM
#define PI 3.14159265359
#define SQRT_2 1.4142135623730951
#define SQRT_5 2.23606797749979
uniform sampler2D previousShineState;
uniform float numColumns, numRows;
uniform float time, tick;
uniform float animationSpeed, fallSpeed;
uniform bool loops;
uniform float brightnessDecay;
uniform float baseContrast, baseBrightness;
uniform float raindropLength, glyphHeightToWidth;
// 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);
}
vec2 randomVec2( const in vec2 uv ) {
return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
}
float wobble(float x) {
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
}
// This is the code rain's key underlying concept.
// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
// It's also why those bright areas are truncated into raindrops.
float getBrightness(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;
if (loops) {
columnSpeedOffset = 0.5;
}
float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
if (!loops) {
rainTime = wobble(rainTime);
}
return fract(rainTime);
}
// Main function
vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
float brightness = getBrightness(simTime, glyphPos);
float brightnessBelow = getBrightness(simTime, glyphPos + vec2(0., -1.));
float cursor = brightness < brightnessBelow ? 1.0 : 0.0;
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
if (!isFirstFrame) {
float previousBrightness = previous.r;
brightness = mix(previousBrightness, brightness, brightnessDecay);
}
vec4 result = vec4(brightness, cursor, 0.0, 0.0);
return result;
}
void main() {
float simTime = time * animationSpeed;
bool isFirstFrame = tick <= 1.;
vec2 glyphPos = gl_FragCoord.xy;
vec2 screenPos = glyphPos / vec2(numColumns, numRows);
vec4 previous = texture2D( previousShineState, screenPos );
gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
}