securityos/public/System/Matrix/shaders/glsl/rainPass.symbol.frag.glsl

65 lines
2.0 KiB
GLSL

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);
}