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

68 lines
1.9 KiB
GLSL

precision highp float;
// This shader governs the "intro"— the initial stream of rain from a blank screen.
// It writes falling rain to the channels of a data texture:
// R: raindrop length
// G: unused
// B: unused
// A: unused
#define PI 3.14159265359
#define SQRT_2 1.4142135623730951
#define SQRT_5 2.23606797749979
uniform sampler2D previousIntroState;
uniform float numColumns, numRows;
uniform float time, tick;
uniform float animationSpeed, fallSpeed;
uniform bool skipIntro;
// 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);
}
// Main function
vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
if (skipIntro) {
return vec4(1., 0., 0., 0.);
}
float columnTimeOffset;
int column = int(glyphPos.x);
if (column == int(numColumns / 2.)) {
columnTimeOffset = -1.;
} else if (column == int(numColumns * 0.75)) {
columnTimeOffset = -2.;
} else {
columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
columnTimeOffset += (sin(glyphPos.x / numColumns * PI) - 1.) * 2. - 2.5;
}
float introTime = (simTime + columnTimeOffset) * fallSpeed / numRows * 100.;
vec4 result = vec4(introTime, 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( previousIntroState, screenPos );
gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
}