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https://github.com/Rezmason/matrix.git
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More cleanup
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@@ -1,19 +1,18 @@
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import { makePassFBO } from "./utils.js";
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import { makePassFBO, makePass } from "./utils.js";
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// rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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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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const colorizeByPalette = regl =>
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const colorizeByPalette = (regl, uniforms, framebuffer) =>
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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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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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 paletteColorData;
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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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varying vec2 vUV;
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@@ -25,23 +24,26 @@ const colorizeByPalette = regl =>
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}
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void main() {
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gl_FragColor = texture2D( paletteColorData, vec2( texture2D( tex, vUV ).r - rand( gl_FragCoord.xy, time ) * ditherMagnitude, 0.0 ) );
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float at = texture2D( tex, vUV ).r - 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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...uniforms,
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ditherMagnitude: 0.05
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}
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},
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framebuffer
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});
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const colorizeByStripes = regl =>
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const colorizeByStripes = (regl, uniforms, framebuffer) =>
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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 stripeColorData;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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varying vec2 vUV;
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@@ -52,18 +54,20 @@ const colorizeByStripes = regl =>
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}
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void main() {
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float value = texture2D(tex, vUV).r;
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vec3 value2 = texture2D(stripeColorData, vUV).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
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gl_FragColor = vec4(value2 * value, 1.0);
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vec3 color = texture2D(stripes, vUV).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
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float brightness = texture2D(tex, vUV).r;
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gl_FragColor = vec4(color * brightness, 1.0);
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}
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`,
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uniforms: {
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...uniforms,
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ditherMagnitude: 0.1
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}
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},
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framebuffer
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});
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const colorizeByImage = (regl, bgTex) =>
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const colorizeByImage = (regl, uniforms, framebuffer) =>
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regl({
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frag: `
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precision mediump float;
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@@ -72,12 +76,13 @@ const colorizeByImage = (regl, bgTex) =>
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varying vec2 vUV;
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void main() {
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gl_FragColor = vec4(texture2D(bgTex, vUV).rgb * (pow(texture2D(tex, vUV).r, 1.5) * 0.995 + 0.005), 1.0);
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vec3 bgColor = texture2D(bgTex, vUV).rgb;
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float brightness = pow(texture2D(tex, vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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`,
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uniforms: {
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bgTex
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}
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uniforms,
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framebuffer
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});
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const colorizersByEffect = {
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@@ -89,36 +94,19 @@ const colorizersByEffect = {
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export default (regl, config, { bgTex }, input) => {
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if (config.effect === "none") {
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return {
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output: input,
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resize: () => {},
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render: () => {}
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};
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return makePass(input, null, null);
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}
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if (bgTex == null) {
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bgTex = 0;
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}
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const output = makePassFBO(regl);
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const colorize = regl({
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uniforms: {
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tex: regl.prop("tex")
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},
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framebuffer: output
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});
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const colorizer = (config.effect in colorizersByEffect
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? colorizersByEffect[config.effect]
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: colorizeByPalette)(regl, bgTex);
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return {
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return makePass(
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output,
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resize: output.resize,
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render: resources => {
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colorize(
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{
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tex: input
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},
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() => colorizer(resources)
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);
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}
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};
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(config.effect in colorizersByEffect
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? colorizersByEffect[config.effect]
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: colorizeByPalette)(regl, { bgTex, tex: input }, output)
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);
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};
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