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https://github.com/Rezmason/matrix.git
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208 lines
6.4 KiB
GLSL
208 lines
6.4 KiB
GLSL
precision highp float;
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// This shader is the star of the show. For each glyph, it determines its:
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// R: brightness
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// G: progress through the glyph sequence
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// B: unused!
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// A: additional brightness for effects
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// Listen.
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// I understand if this shader looks confusing. Please don't be discouraged!
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// It's just a handful of sine and fract functions. Try commenting parts out to learn
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// how the different steps combine to produce the result. And feel free to reach out. -RM
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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 previousState;
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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 bool hasSun, hasThunder, loops;
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uniform bool showComputationTexture;
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uniform float brightnessOverride, brightnessThreshold, brightnessDecay;
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uniform float baseContrast, baseBrightness;
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uniform float raindropLength, glyphHeightToWidth, glyphSequenceLength;
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uniform int cycleStyle, rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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uniform float cursorEffectThreshold;
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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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vec2 randomVec2( const in vec2 uv ) {
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return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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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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// Core functions
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// Rain time is the shader's key underlying concept.
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// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
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float getRainTime(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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if (loops) {
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columnSpeedOffset = 0.5;
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}
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float getBrightness(float rainTime) {
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float value = 1. - fract(wobble(rainTime));
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if (loops) {
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value = 1. - fract(rainTime);
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}
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return value * baseContrast + baseBrightness;
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}
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float getCycleSpeed(float rainTime, float brightness) {
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float localCycleSpeed = 0.;
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if (cycleStyle == 0 && brightness > 0.) {
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localCycleSpeed = pow(1. - brightness, 4.);
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} else if (cycleStyle == 1) {
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localCycleSpeed = fract(rainTime);
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}
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return animationSpeed * cycleSpeed * localCycleSpeed;
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}
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// Additional effects
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float applySunShowerBrightness(float brightness, vec2 screenPos) {
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if (brightness >= -4.) {
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brightness = pow(fract(brightness * 0.5), 3.) * screenPos.y * 1.5;
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}
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return brightness;
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}
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float applyThunderBrightness(float brightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1. - fract(wobble(simTime));
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if (loops) {
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thunder = 1. - fract(simTime + 0.3);
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}
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return brightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return effect;
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}
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float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
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if (loops) {
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rippleTime = (simTime * 0.5) * rippleSpeed + 1.;
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}
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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if (loops) {
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offset = vec2(0.);
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}
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vec2 ripplePos = screenPos * 2. - 1. + offset;
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float rippleDistance;
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if (rippleType == 0) {
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vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
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rippleDistance = max(boxDistance.x, boxDistance.y);
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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effect += 0.75;
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}
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return effect;
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}
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float applyCursorEffect(float effect, float brightness) {
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if (brightness >= cursorEffectThreshold) {
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effect = 1.;
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}
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return effect;
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}
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// Main function
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vec4 computeResult(bool isFirstFrame, vec4 previousResult, vec2 glyphPos, vec2 screenPos) {
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// Determine the glyph's local time.
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float simTime = time * animationSpeed;
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float rainTime = getRainTime(simTime, glyphPos);
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// Rain time is the backbone of this effect.
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// Determine the glyph's brightness.
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float previousBrightness = previousResult.r;
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float brightness = getBrightness(rainTime);
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if (hasSun) {
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brightness = applySunShowerBrightness(brightness, screenPos);
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}
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if (hasThunder) {
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brightness = applyThunderBrightness(brightness, simTime, screenPos);
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}
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// Determine the glyph's cycle— the percent this glyph has progressed through the glyph sequence
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float previousCycle = previousResult.g;
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bool resetGlyph = isFirstFrame;
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if (loops) {
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resetGlyph = resetGlyph || previousBrightness <= 0.;
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}
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if (resetGlyph) {
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previousCycle = showComputationTexture ? 0. : randomFloat(screenPos);
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}
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float localCycleSpeed = getCycleSpeed(rainTime, brightness);
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float cycle = previousCycle;
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if (mod(tick, cycleFrameSkip) == 0.) {
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cycle = fract(previousCycle + 0.005 * localCycleSpeed * cycleFrameSkip);
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}
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// Determine the glyph's effect— the amount the glyph lights up for other reasons
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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effect = applyCursorEffect(effect, brightness); // The bright glyphs at the "bottom" of raindrops
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold) {
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brightness = brightnessOverride;
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}
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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vec4 result = vec4(brightness, cycle, 0.0, effect);
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// Better use of the alpha channel, for demonstrating how the glyph cycle works
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if (showComputationTexture) {
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result.a = min(1., localCycleSpeed);
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}
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return result;
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}
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void main() {
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bool isFirstFrame = tick <= 1.;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec4 previousResult = texture2D( previousState, screenPos );
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gl_FragColor = computeResult(isFirstFrame, previousResult, glyphPos, screenPos);
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}
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