Files
matrix/shaders/glsl/rainPass.shine.frag.glsl
2022-09-09 18:03:23 -07:00

166 lines
5.1 KiB
GLSL

precision highp float;
// This shader is the star of the show.
// It writes falling rain to four channels of a data texture:
// R: brightness
// G: unused
// B: whether the cell is a "cursor"
// A: some other effect, such as a ripple
// 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 hasSun, hasThunder, loops;
uniform float brightnessDecay;
uniform float baseContrast, baseBrightness;
uniform float raindropLength, glyphHeightToWidth;
uniform int rippleType;
uniform float rippleScale, rippleSpeed, rippleThickness;
// 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;
float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
if (!loops) {
rainTime = wobble(rainTime);
}
return rainTime;
}
float getBrightness(float rainTime) {
float value = 1. - fract(rainTime);
if (loops) {
value = 1. - fract(rainTime);
}
return value * baseContrast + baseBrightness;
}
// 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;
}
// Main function
vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
// Determine the glyph's local time.
float rainTime = getRainTime(simTime, glyphPos);
float rainTimeBelow = getRainTime(simTime, glyphPos + vec2(0., -1.));
float cursor = fract(rainTime) < fract(rainTimeBelow) ? 1.0 : 0.0;
// Rain time is the backbone of this effect.
// Determine the glyph's brightness.
float brightness = getBrightness(rainTime);
if (hasSun) brightness = applySunShowerBrightness(brightness, screenPos);
if (hasThunder) brightness = applyThunderBrightness(brightness, simTime, screenPos);
// 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
// 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, 0., cursor, effect);
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);
}