Files
matrix/shaders/glsl/rainPass.compute.frag.glsl
2022-09-06 23:23:39 -07:00

208 lines
6.4 KiB
GLSL

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