🔧 Tweak matrix shader
This commit is contained in:
+123
-12
@@ -27,9 +27,9 @@
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@@ -41,28 +41,139 @@
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xml:space="preserve"
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inkscape:export-filename="/home/simon/Linux-Projects/Burn-My-Windows/resources/img/text3003.png"
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inkscape:export-ydpi="96"><tspan
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="6.4795361"
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id="tspan934">ABCDEFGHIJKLMNOP</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="14.946301"
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id="tspan936">QRSTUVWXYZabcdef</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="23.413067"
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id="tspan938">ghijklmnopqrstuv</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="31.879831"
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id="tspan940">wxyzÀÁÂÃÄÅÆÇÈÉÊË</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="40.346596"
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id="tspan942">ÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜ</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="48.813362"
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id="tspan944">ÝÞßàáâãäåæçèéêëì</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="57.280125"
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id="tspan946">íîïðΑαΒβΓγΔδΕεΖζ</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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||||||
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y="65.746887"
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id="tspan948">ΗηΘθΙιΚκΛλΜμΝνΞξ</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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||||||
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y="74.213654"
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id="tspan950">ΟοΠπΡρΣσΤτΥυΦφΧχ</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="82.68042"
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id="tspan952">ΨψΩω1234567890Аа</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="91.147186"
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id="tspan954">БбВвГгДдЕеЖжЗзИи</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
|
||||||
|
y="99.613953"
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||||||
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id="tspan956">ЙйКкЛлМмНнОоПпРр</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="108.08072"
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id="tspan958">СсТтУуФфХхЦцЧчШш</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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||||||
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x="1.7241572"
|
||||||
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y="116.54748"
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||||||
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id="tspan960">ЩщЬьЭэЮюЯя!"#$%&</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="125.01424"
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||||||
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id="tspan962">()*+,-/:;<=>?@©§</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="133.48102"
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||||||
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id="tspan964">[\]{|}~ªº¿®¬½¼¡¶</tspan><tspan
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sodipodi:role="line"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:monospace;-inkscape-font-specification:monospace;fill:#ffffff;fill-opacity:1;stroke-width:0.190131"
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x="1.7241572"
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y="141.94777"
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id="tspan966" /></text>
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<text
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<text
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xml:space="preserve"
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xml:space="preserve"
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style="font-weight:300;font-size:7.60522px;line-height:1.112;font-family:'Open Sans';-inkscape-font-specification:'Open Sans Light';letter-spacing:3.89202px;opacity:1;stroke-width:0.190131"
|
style="font-weight:300;font-size:7.60522px;line-height:1.112;font-family:'Open Sans';-inkscape-font-specification:'Open Sans Light';letter-spacing:3.89202px;opacity:1;stroke-width:0.190131"
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@@ -156,7 +267,7 @@
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id="tspan94442" /></text>
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id="tspan94442" /></text>
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<text
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<text
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xml:space="preserve"
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xml:space="preserve"
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style="font-weight:300;font-size:7.60522px;line-height:1.112;font-family:'Open Sans';-inkscape-font-specification:'Open Sans Light';letter-spacing:3.89202px;opacity:0.87766207;mix-blend-mode:normal;stroke-width:0.190131;filter:url(#filter94388)"
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style="font-weight:300;font-size:7.60522px;line-height:1.112;font-family:'Open Sans';-inkscape-font-specification:'Open Sans Light';letter-spacing:3.89202px;opacity:1;mix-blend-mode:normal;stroke-width:0.190131;filter:url(#filter974)"
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x="1.7241572"
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x="1.7241572"
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y="6.4795361"
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y="6.4795361"
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id="text3003"
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id="text3003"
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 21 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 203 KiB After Width: | Height: | Size: 230 KiB |
@@ -27,6 +27,8 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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_init(settings) {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the font texture. As the shader is re-created for each window animation, this
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// texture is also re-created each time. This could be improved in the future!
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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this._fontTexture = new Clutter.Image();
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this._fontTexture = new Clutter.Image();
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this._fontTexture.set_data(
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this._fontTexture.set_data(
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@@ -34,7 +36,7 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.width, fontData.height, fontData.rowstride);
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fontData.width, fontData.height, fontData.rowstride);
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// This is roughly based on https://www.shadertoy.com/view/ldccW4 (CC-BY-NC-SA).
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// This is partially based on https://www.shadertoy.com/view/ldccW4 (CC-BY-NC-SA).
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this.set_shader_source(`
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this.set_shader_source(`
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// Inject some common shader snippets.
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// Inject some common shader snippets.
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@@ -45,68 +47,73 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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// These may be configurable in the future.
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 50;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_TILES = 16.0;
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const float LETTER_SIZE = 16.0;
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const float LETTER_SIZE = 20.0;
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const float BRIGHTNESS_BOOST = 2;
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const float LETTER_FLICKER_SPEED = 2.0;
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const float RANDOMNESS = 1.0;
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const float RANDOMNESS = 1.0;
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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float getText(vec2 fragCoord) {
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vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 uv = mod(coords.xy, LETTER_SIZE)/LETTER_SIZE;
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vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
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vec2 block = coords/LETTER_SIZE - uv;
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vec2 block = pixelCoords/LETTER_SIZE - uv;
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// scale the letters up a bit
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// Choose random letter.
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uv = uv*.8+.1;
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uv += floor(rand2(floor(rand(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
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// bring back into 0-1 range
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return texture2D(uFontTexture, uv/LETTER_TILES).r;
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uv += floor(rand2(block/512 + uTime*.0000001)*LETTER_TILES);
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uv /= LETTER_TILES;
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// flip letters horizontally
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uv.x = -uv.x+1.0;
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return texture2D(uFontTexture, uv).r;
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}
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}
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// This returns two values: The first are gradients for the "raindrops" which move
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// from top to bottom. This is used for fading the letters. The second value is set
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// to one below each drop and to zero above it. This second value is used for fading
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// the window texture.
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vec2 getRain(vec2 fragCoord) {
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vec2 getRain(vec2 fragCoord) {
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vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
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coords.x -= mod(coords.x, LETTER_SIZE);
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coords.x -= mod(coords.x, LETTER_SIZE);
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float delay = abs(sin(coords.x * 3.0)) * mix(0.0, 1.0, RANDOMNESS);
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float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
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float speed = cos(coords.x * 7.0) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
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float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
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float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
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float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
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return vec2(distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0,
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
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clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH);
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float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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return vec2(rainAlpha, windowAlpha);
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}
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}
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void main() {
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void main() {
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vec3 color = vec3(0.1,1,0.35);
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// Get a cool matrix effect. See comments for those methods above.
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// Get a cool matrix effect.
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vec2 rain = getRain(cogl_tex_coord_in[0].st);
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vec2 rain = getRain(cogl_tex_coord_in[0].st);
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float text = getText(cogl_tex_coord_in[0].st);
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float text = getText(cogl_tex_coord_in[0].st);
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// Get the window texture and fade it according to the effect mask.
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// Get the window texture and fade it according to the effect mask.
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float windowAlpha = 1 - rain.y;
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * 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;
|
|
||||||
|
|
||||||
|
// 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.
|
// Fade at window borders.
|
||||||
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
||||||
textAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
|
rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
|
||||||
textAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
|
rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
|
||||||
textAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
|
rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
|
||||||
textAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
|
rainAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
|
||||||
|
|
||||||
// Add the fire to the window.
|
// Add the matrix effect to the window.
|
||||||
cogl_color_out.rgb += color * textAlpha * text;
|
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);
|
||||||
}
|
}
|
||||||
`);
|
`);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -37,7 +37,7 @@ function standardUniforms() {
|
|||||||
function noise() {
|
function noise() {
|
||||||
return `
|
return `
|
||||||
float rand(vec2 co) {
|
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) {
|
vec2 rand2(vec2 co) {
|
||||||
|
|||||||
Reference in New Issue
Block a user