diff --git a/assets/matrixFont.svg b/assets/matrixFont.svg
index 22a9e1a..f612709 100644
--- a/assets/matrixFont.svg
+++ b/assets/matrixFont.svg
@@ -27,9 +27,9 @@
inkscape:document-units="mm"
showgrid="true"
units="px"
- inkscape:zoom="7.2071955"
- inkscape:cx="45.163199"
- inkscape:cy="43.428821"
+ inkscape:zoom="3.2650549"
+ inkscape:cx="194.33058"
+ inkscape:cy="126.49098"
inkscape:window-width="1920"
inkscape:window-height="1131"
inkscape:window-x="0"
@@ -41,28 +41,139 @@
id="grid8183"
empspacing="2"
spacingx="4.2333333"
- spacingy="4.2333333" />
+ spacingy="4.2333333"
+ color="#cbcbff"
+ opacity="0.1254902"
+ empcolor="#ffffff"
+ empopacity="0.25098039" />
+ id="filter972"
+ x="-0.014295474"
+ y="-0.01399304"
+ width="1.0285909"
+ height="1.0279861">
+ stdDeviation="0.78384108"
+ id="feGaussianBlur970" />
+
+
+
+ ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyzÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðΑαΒβΓγΔδΕεΖζΗηΘθΙιΚκΛλΜμΝνΞξΟοΠπΡρΣσΤτΥυΦφΧχΨψΩω1234567890АаБбВвГгДдЕеЖжЗзИиЙйКкЛлМмНнОоПпРрСсТтУуФфХхЦцЧчШшЩщЬьЭэЮюЯя!"#$%&()*+,-/:;<=>?@©§[\]{|}~ªº¿®¬½¼¡¶
= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0,
- clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH);
+ float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
+ float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
+ float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
+ return vec2(rainAlpha, windowAlpha);
}
void main() {
- vec3 color = vec3(0.1,1,0.35);
-
- // Get a cool matrix effect.
+ // Get a cool matrix effect. See comments for those methods above.
vec2 rain = getRain(cogl_tex_coord_in[0].st);
float text = getText(cogl_tex_coord_in[0].st);
// Get the window texture and fade it according to the effect mask.
- float windowAlpha = 1 - rain.y;
- cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * windowAlpha;
-
- float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/(1-FINAL_FADE_START_TIME), 0, 1);
- float textAlpha = finalFade * rain.x * BRIGHTNESS_BOOST;
+ cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y;
+ // This is used to fade out the remaining trails in the end.
+ float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
+ (1-FINAL_FADE_START_TIME), 0, 1);
+ float rainAlpha = finalFade * rain.x;
// Fade at window borders.
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
- textAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
- textAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
- textAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
- textAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
+ rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
+ rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
+ rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
+ rainAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
- // Add the fire to the window.
- cogl_color_out.rgb += color * textAlpha * text;
+ // Add the matrix effect to the window.
+ vec3 trailColor = vec3(0.1,1,0.35);
+ vec3 tipColor = vec3(1,1,1);
+ cogl_color_out.rgb += mix(trailColor, tipColor, pow(rainAlpha, 5)) * rainAlpha * text;
+
+ // These are pretty useful for understanding how this works.
+ // cogl_color_out = vec4(vec3(text), 1);
+ // cogl_color_out = vec4(vec3(rain.x), 1);
+ // cogl_color_out = vec4(vec3(rain.y), 1);
}
`);
};
diff --git a/src/extension/shaderSnippets.js b/src/extension/shaderSnippets.js
index d2191c8..93b3876 100644
--- a/src/extension/shaderSnippets.js
+++ b/src/extension/shaderSnippets.js
@@ -37,7 +37,7 @@ function standardUniforms() {
function noise() {
return `
float rand(vec2 co) {
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
+ return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec2 rand2(vec2 co) {