mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
289 lines
11 KiB
HTML
289 lines
11 KiB
HTML
<html><body style="height: 100vh; margin: 0; overflow: hidden; position: fixed; padding: 0; width: 100vw;">
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<script src="./lib/three.js"></script>
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<script src="./js/CopyShader.js"></script>
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<script src="./js/EffectComposer.js"></script>
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<script src="./js/RenderPass.js"></script>
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<script src="./js/ShaderPass.js"></script>
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<script src="./js/ColorMapPass.js"></script>
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<script src="./js/HorizontalColorationPass.js"></script>
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<script src="./js/FilmGrainPass.js"></script>
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<script src="./js/LuminosityHighPassShader.js"></script>
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<script src="./js/UnrealBloomPass.js"></script>
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<script>
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const sharpness = 0.5;
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const animationSpeed = 1.01;
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const mobilecheck = function() {
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// TODO
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return false;
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};
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const isOnMoble = mobilecheck();
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document.ontouchmove = (e) => e.preventDefault();
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const element = document.createElement("matrixcode");
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document.body.appendChild(element);
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const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0, 0, 0);
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scene.add(camera);
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.sortObjects = true;
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize( window.innerWidth, window.innerHeight );
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element.appendChild(renderer.domElement);
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const composer = new THREE.EffectComposer( renderer );
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const texture = new THREE.TextureLoader().load( './matrixcode_msdf.png' );
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const material = new THREE.RawShaderMaterial({
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uniforms: {
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map: { "type": "t", value: texture },
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sharpness: { "type": "f", value: sharpness },
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},
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vertexShader:`
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attribute vec2 uv;
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attribute vec3 position;
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attribute float brightness;
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uniform mat4 projectionMatrix;
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uniform mat4 modelViewMatrix;
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varying vec2 vUV;
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varying float vBrightness;
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void main(void) {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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vUV = uv;
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vBrightness = brightness;
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}
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`,
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fragmentShader:`
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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precision highp float;
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#define BIG_ENOUGH 0.001
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#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
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uniform sampler2D map;
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uniform float sharpness;
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varying vec2 vUV;
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varying float vBrightness;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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void main() {
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vec3 sample = texture2D(map, vUV).rgb;
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
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}
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if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
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if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
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gl_FragColor = vec4(vec3(vBrightness * alpha), 1);
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}
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`,
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});
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const glyphSequenceLength = 57;
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const numRows = 80;
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const numColumns = 80;
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const numGlyphs = numRows * numColumns;
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const fTexU = 1 / 8;
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const fTexV = 1 / 8;
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const [z, w] = [0, 1];
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const glyphScale = 0.0;
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const [minH, maxH] = [0 - glyphScale, 1 + glyphScale];
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const [minV, maxV] = [0 - glyphScale, 1 + glyphScale];
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const verticesPerGlyph = 4;
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const glyphPositionTemplate = [[minH, maxV, z, w], [maxH, maxV, z, w], [minH, minV, z, w], [maxH, minV, z, w],];
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const glyphBrightnessTemplate = [0, 0, 0, 0,];
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const glyphUVTemplate = [[0, fTexV], [fTexU, fTexV], [0, 0], [fTexU, 0],];
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const glyphIndexTemplate = [0, 2, 1, 2, 3, 1,];
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const glyphPositionMarch = 4;
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const glyphBrightnessMarch = 1;
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const glyphUVMarch = 2;
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const glyphIndexMarch = 4;
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const glyphPositionArray = [];
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const glyphBrightnessArray = [];
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const glyphUVArray = [];
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const glyphIndexArray = [];
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const fRow = 1 / numRows;
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const fColumn = 1 / numColumns;
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for (let column = 0; column < numColumns; column++) {
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for (let row = 0; row < numRows; row++) {
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const index = row + column * numRows;
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glyphPositionArray.push(...[].concat(...glyphPositionTemplate.map(([x, y, z, w]) => [
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(x + column) / numColumns - 0.5,
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(y + row) / numRows - 0.5,
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z,
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w,
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])));
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glyphBrightnessArray.push(...glyphBrightnessTemplate);
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glyphUVArray.push(...[].concat(...glyphUVTemplate));
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glyphIndexArray.push(...[].concat(glyphIndexTemplate.map(i => i + index * glyphIndexMarch)));
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}
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}
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const geometry = new THREE.BufferGeometry();
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const glyphPositionFloat32Array = new Float32Array(glyphPositionArray);
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const glyphBrightnessFloat32Array = new Float32Array(glyphBrightnessArray);
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const glyphUVFloat32Array = new Float32Array(glyphUVArray);
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const initializeColumn = column => {
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column.tailLength = (0.3 + Math.random() * 0.6) * 60 / numRows;
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column.fallSpeed = (0.4 + Math.random() * 0.4) * 60 / numRows;
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column.position = -(column.fallSpeed * Math.random() * 0.5);
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return column;
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}
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const columns = Array(numColumns).fill().map((_, columnIndex) => {
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const column = initializeColumn({
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glyphs: Array(numRows).fill().map((_, index) => ({
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startTime: 0,
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symbol: (columnIndex + index) % glyphSequenceLength,
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cycle: Math.random(),
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brightness: index / numRows,
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})),
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brightnessArray: glyphBrightnessFloat32Array.subarray(numRows * (columnIndex) * glyphBrightnessMarch * verticesPerGlyph, numRows * (columnIndex + 1) * glyphBrightnessMarch * verticesPerGlyph),
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uvArray: glyphUVFloat32Array.subarray(numRows * (columnIndex) * glyphUVMarch * verticesPerGlyph, numRows * (columnIndex + 1) * glyphUVMarch * verticesPerGlyph),
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});
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column.position = Math.random() * (column.tailLength + 1);
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return column;
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});
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geometry.addAttribute('position', new THREE.BufferAttribute(glyphPositionFloat32Array, glyphPositionMarch));
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geometry.addAttribute('brightness', new THREE.BufferAttribute(glyphBrightnessFloat32Array, glyphBrightnessMarch));
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geometry.addAttribute('uv', new THREE.BufferAttribute(glyphUVFloat32Array, glyphUVMarch));
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geometry.setIndex(glyphIndexArray);
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// const stupidMaterial = new THREE.MeshBasicMaterial( { map: texture, flatShading: false, transparent:false } );
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const mesh = new THREE.Mesh( geometry, material );
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scene.add(mesh);
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composer.addPass( new THREE.RenderPass( scene, camera ) );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.15, 0.3 );
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composer.addPass( bloomPass );
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const colorMap = new THREE.ColorMapPass([
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.01},
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{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.40},
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{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.84},
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{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.00},
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// {color: new THREE.Vector3(0.90, 1.00, 0.90), at: 1.00},
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]);
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composer.addPass( colorMap );
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const horizontalColoration = new THREE.HorizontalColorationPass([
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new THREE.Vector3(1, 0, 0),
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new THREE.Vector3(1, 1, 0),
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new THREE.Vector3(0, 1, 0),
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new THREE.Vector3(0, 1, 1),
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new THREE.Vector3(0, 0, 1),
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new THREE.Vector3(1, 0, 1),
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// new THREE.Vector3(1, 0, 0.5),
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// new THREE.Vector3(1, 0, 0.5),
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// new THREE.Vector3(0.5, 0, 1),
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// new THREE.Vector3(0.5, 0, 1),
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// new THREE.Vector3(0.25, 0.25, 1),
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// new THREE.Vector3(0.25, 0.25, 1),
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]);
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// composer.addPass(horizontalColoration);
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const blurMag = 0.0001;
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const ditherMag = 0.075;
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const filmGrainPass = new THREE.FilmGrainPass(blurMag, ditherMag);
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if (!isOnMoble) composer.addPass(filmGrainPass);
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const windowResize = () => {
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const [width, height] = [window.innerWidth, window.innerHeight];
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const ratio = height / width;
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const frac = 0.5;
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if (ratio < 1) {
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camera.left = -frac;
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camera.right = frac;
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camera.bottom = (camera.left - camera.right) * ratio + frac;
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camera.top = frac;
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} else {
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camera.bottom = -frac;
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camera.top = frac;
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camera.left = camera.bottom / ratio;
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camera.right = camera.top / ratio;
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}
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camera.updateProjectionMatrix();
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renderer.setSize(width, height);
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bloomPass.setSize( window.innerWidth, window.innerHeight );
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}
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window.addEventListener("resize", windowResize, false);
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window.addEventListener("orientationchange", windowResize, false);
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windowResize();
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const cycleSpeed = 0.12;
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const flattenedUVTemplate = [].concat(...glyphUVTemplate);
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const uvScrap = [];
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let last = NaN;
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const update = now => {
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if (now - last > 50) {
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last = now;
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return;
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}
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const delta = ((isNaN(last) || now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
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last = now;
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for (let columnIndex = 0; columnIndex < columns.length; columnIndex++) {
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const column = columns[columnIndex];
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column.position = column.position + delta * column.fallSpeed;
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if (column.position > 1 + column.tailLength) initializeColumn(column);
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for (let rowIndex = 0; rowIndex < column.glyphs.length; rowIndex++) {
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const glyph = column.glyphs[rowIndex];
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let val = ((1 - rowIndex / numRows) - (column.position - column.tailLength)) / column.tailLength;
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if (val < 0 || val > 1) val = 0;
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if (val > 0) {
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glyph.cycle = (glyph.cycle + delta * cycleSpeed * (1 - val)) % 1;
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const symbol = Math.floor(glyphSequenceLength * glyph.cycle);
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if (glyph.symbol != symbol) {
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glyph.symbol = symbol;
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const symbolX = (symbol % 8) / 8;
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const symbolY = (7 - (symbol - symbolX * 8) / 8) / 8;
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for (let i = 0; i < 4; i++) {
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uvScrap[i * 2 + 0] = flattenedUVTemplate[i * 2 + 0] + symbolX;
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uvScrap[i * 2 + 1] = flattenedUVTemplate[i * 2 + 1] + symbolY;
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}
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column.uvArray.set(uvScrap, rowIndex * verticesPerGlyph * glyphUVMarch);
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}
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}
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glyph.brightness = 0.8 + 0.9 * Math.log(val * 1.0);
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column.brightnessArray.set(glyphBrightnessTemplate.map(() => glyph.brightness), rowIndex * verticesPerGlyph * glyphBrightnessMarch);
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}
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}
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geometry.attributes.uv.needsUpdate = true;
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geometry.attributes.brightness.needsUpdate = true;
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};
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composer.passes[composer.passes.length - 1].renderToScreen = true;
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const render = () => {
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requestAnimationFrame(render);
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const now = Date.now();
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update(now);
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composer.render();
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}
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render();
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</script>
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</body></html>
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