precision highp float; // This shader governs the glyphs appearing in the rain. // It writes each glyph's state to the channels of a data texture: // R: symbol // G: age // B: unused // A: unused #define PI 3.14159265359 uniform sampler2D previousSymbolState, raindropState; uniform float numColumns, numRows; uniform float time, tick, cycleFrameSkip; uniform float animationSpeed, cycleSpeed; uniform bool loops, showDebugView; uniform float glyphSequenceLength; // 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); } // Main function vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous, vec4 raindrop) { float previousSymbol = previous.r; float previousAge = previous.g; bool resetGlyph = isFirstFrame; if (loops) { resetGlyph = resetGlyph || raindrop.r <= 0.; } if (resetGlyph) { previousAge = randomFloat(screenPos + 0.5); previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos)); } float cycleSpeed = animationSpeed * cycleSpeed; float age = previousAge; float symbol = previousSymbol; if (mod(tick, cycleFrameSkip) == 0.) { age += cycleSpeed * cycleFrameSkip; if (age >= 1.) { symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime)); age = fract(age); } } vec4 result = vec4(symbol, age, 0., 0.); 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( previousSymbolState, screenPos ); vec4 raindrop = texture2D( raindropState, screenPos ); gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous, raindrop); }