The Matrix falling letter

Recently I create something kind of falling matrix letter with a render pass and it looks really great, but later when I test the effect i found that it ruined the app. So I decide to find code and found this
I’m not a coder at all so I try to found some help with it. Is anybody has time and can help me to adapt this code for Spark AR ?

It’s going to be difficult to translate that code into spark because it uses html canvas, which has different capabilities. Instead, you can try translating this shader code into patches.

float text(vec2 fragCoord)
    vec2 uv = mod(fragCoord.xy, 16.)*.0625;
    vec2 block = fragCoord*.0625 - uv;
    uv = uv*.8+.1; // scale the letters up a bit
    uv += floor(texture(iChannel1, block/iChannelResolution[1].xy + iTime*.002).xy * 16.); // randomize letters
    uv *= .0625; // bring back into 0-1 range
    uv.x = -uv.x; // flip letters horizontally
    return texture(iChannel0, uv).r;

vec3 rain(vec2 fragCoord)
	fragCoord.x -= mod(fragCoord.x, 16.);
    //fragCoord.y -= mod(fragCoord.y, 16.);
    float offset=sin(fragCoord.x*15.);
    float speed=cos(fragCoord.x*3.)*.3+.7;
    float y = fract(fragCoord.y/iResolution.y + iTime*speed + offset);
    return vec3(.1,1,.35) / (y*20.);

void mainImage( out vec4 fragColor, in vec2 fragCoord )
    fragColor = vec4(text(fragCoord)*rain(fragCoord),1.0);

Under the hood, Spark translates the patches into GLSL code, so going from GLSL into patches usually works pretty smoothly :slight_smile:


Thank you @josh_beckwith I will try to understand something :smiley: