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refactor: improve scene 3 phone screen
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Neosoulink committed Jan 23, 2024
1 parent 455fd2f commit 4213005
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Showing 5 changed files with 31 additions and 10 deletions.
Binary file modified src/assets/models/scene_3/baked_texture.jpg
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Binary file added src/assets/textures/phone_icons.png
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6 changes: 6 additions & 0 deletions src/experiences/home/loader.ts
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ import scene_container_model from "~/assets/models/scene_container/model.glb?url
import scene_container_baked_texture from "~/assets/models/scene_container/baked_texture.jpg?url";
import cloudAlphaMapTexture from "~/assets/textures/cloudAlphaMap.jpg?url";
import rocksAlphaMapTexture from "~/assets/textures/rocksAlphaMap.jpg?url";
import phoneScreenshotTexture from "~/assets/textures/phone_icons.png?url";

export class Loader extends ExperienceBasedBlueprint {
protected readonly _experience = new HomeExperience();
Expand Down Expand Up @@ -125,6 +126,11 @@ export class Loader extends ExperienceBasedBlueprint {
type: "texture",
path: rocksAlphaMapTexture,
},
{
name: "phoneScreenshot",
type: "texture",
path: phoneScreenshotTexture,
},
]);
}

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1 change: 1 addition & 0 deletions src/experiences/home/world/scene-3.component.ts
Original file line number Diff line number Diff line change
Expand Up @@ -148,6 +148,7 @@ export class Scene3Component extends SceneComponentBlueprint {
uniforms: {
uTime: { value: 0 },
uTimestamp: { value: 0 },
uIcons: { value: AVAILABLE_TEXTURE.phoneScreenshot },
},
fragmentShader: phoneScreenFragment,
vertexShader: phoneScreenVertex,
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Original file line number Diff line number Diff line change
Expand Up @@ -9,8 +9,10 @@
*/

varying vec2 vUv;

uniform float uTime;
uniform float uTimestamp;
uniform sampler2D uIcons;

#pragma glslify: clockNumber = require(../../partials/clockNumber.glsl)
#pragma glslify: clockDots = require(../../partials/clockDots.glsl)
Expand All @@ -34,12 +36,20 @@ float grid(vec2 uv, float battery) {
return clamp(lines.x + lines.y, 0.0, 3.0);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = vUv * -1.5;
uv.x += .35;
uv.y += .7;
vec3 icons(vec2 uv, vec3 maincolor) {
vec3 iconsColor = texture2D(uIcons, uv).rgb;
iconsColor = iconsColor + maincolor;

return iconsColor;
}

void mainImage(out vec4 fragColor) {
vec2 uv = vUv * -1.75;
uv.x += .42;
uv.y += .8;
vec3 finalColor;
float battery = .8;

// TODO: connect the mouse position.
// if(iMouse.x > 1.0 && iMouse.y > 1.0)
// battery = iMouse.y / iResolution.y;
Expand Down Expand Up @@ -70,9 +80,9 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
} else
fragColor = vec4(0.0);

uv = vUv * -24.;
uv.y += 24. / 2.;
uv.x += 24. / 2.75;
uv = vUv * -26.;
uv.y += 26. / 2.;
uv.x += 26. / 2.75;

float seg = .0;
float timeSecs = uTimestamp;
Expand All @@ -96,19 +106,23 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
seg *= .8 + .2 * smoothstep(0.02, .04, mod(uv.y + uv.x, .06025));
}

vec3 finalColor;

if(seg < .0)
seg = -seg;

finalColor = vec3(seg, seg, seg);
finalColor += smoothstep(0.8, 0.9, 1. - seg) * fragColor.xyz;

uv = vUv;
uv.x = vUv.x * 2.15;
vec3 finalColorIcons = icons(uv, finalColor);
finalColor = finalColorIcons;

fragColor = vec4(finalColor, 1.);
}

void main() {
vec4 fragment_color;
mainImage(fragment_color, gl_FragColor.xy);
mainImage(fragment_color);

gl_FragColor = fragment_color;
}

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