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https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Passes now accept as input and provide as output Objects with FBOs as values. This allows passes to work with more than one input texture.
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@@ -6,7 +6,7 @@ import { make1DTexture, makePassFBO, makePass } from "./utils.js";
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default (regl, config, input) => {
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export default (regl, config, inputs) => {
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const output = makePassFBO(regl);
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const PALETTE_SIZE = 2048;
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@@ -41,16 +41,22 @@ export default (regl, config, input) => {
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}
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});
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const palette = make1DTexture(regl, paletteColors.flat().map(i => i * 0xff));
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const palette = make1DTexture(
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regl,
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paletteColors.flat().map(i => i * 0xff)
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);
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return makePass(
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output,
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{
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primary: output
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},
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regl({
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frag: `
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precision mediump float;
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#define PI 3.14159265359
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D palette;
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uniform float ditherMagnitude;
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uniform float time;
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@@ -63,13 +69,15 @@ export default (regl, config, input) => {
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}
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void main() {
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float at = texture2D( tex, vUV ).r - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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float brightness = texture2D( tex, vUV ).r + texture2D( bloomTex, vUV ).r;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = texture2D( palette, vec2(at, 0.0));
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}
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`,
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uniforms: {
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tex: input,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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palette,
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ditherMagnitude: 0.05
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},
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