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ghostty-shaders/matrix-hallway.glsl
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ghostty-shaders/matrix-hallway.glsl
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// based on the following Shader Toy entry
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//
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// [SH17A] Matrix rain. Created by Reinder Nijhoff 2017
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// Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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// @reindernijhoff
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//
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// https://www.shadertoy.com/view/ldjBW1
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//
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#define SPEED_MULTIPLIER 1.
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#define GREEN_ALPHA .33
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#define BLACK_BLEND_THRESHOLD .4
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#define R fract(1e2 * sin(p.x * 8. + p.y))
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void mainImage(out vec4 fragColor, vec2 fragCoord) {
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vec3 v = vec3(fragCoord, 1) / iResolution - .5;
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// vec3 s = .5 / abs(v);
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// scale?
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vec3 s = .9 / abs(v);
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s.z = min(s.y, s.x);
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vec3 i = ceil( 8e2 * s.z * ( s.y < s.x ? v.xzz : v.zyz ) ) * .1;
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vec3 j = fract(i);
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i -= j;
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vec3 p = vec3(9, int(iTime * SPEED_MULTIPLIER * (9. + 8. * sin(i).x)), 0) + i;
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vec3 col = fragColor.rgb;
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col.g = R / s.z;
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p *= j;
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col *= (R >.5 && j.x < .6 && j.y < .8) ? GREEN_ALPHA : 0.;
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// Sample the terminal screen texture including alpha channel
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 terminalColor = texture(iChannel0, uv);
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float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD);
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vec3 blendedColor = mix(terminalColor.rgb * 1.2, col, alpha);
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fragColor = vec4(blendedColor, terminalColor.a);
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}
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