Added noise to coloration passes, removed film grain pass. Added ImageOverlayPass option; effect can be specified in URL variables.

This commit is contained in:
Rezmason
2018-09-03 20:04:42 -07:00
parent a644133c1e
commit 7bf43539c1
7 changed files with 118 additions and 112 deletions

View File

@@ -11,7 +11,7 @@ const easeInOutQuad = input => {
return 1 - 2 * input * input;
}
THREE.ColorMapPass = function (entries) {
THREE.ColorMapPass = function (entries, ditherMagnitude = 1) {
const colors = Array(256).fill().map(_ => new THREE.Vector3());
const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
color: entry.color,
@@ -44,7 +44,8 @@ THREE.ColorMapPass = function (entries) {
this.shader = {
uniforms: {
tDiffuse: { value: null },
tColorData: { value: this.dataTexture }
tColorData: { value: this.dataTexture },
ditherMagnitude: { value: ditherMagnitude }
},
vertexShader: `
@@ -56,15 +57,21 @@ THREE.ColorMapPass = function (entries) {
`,
fragmentShader: `
#define PI 3.14159265359
uniform sampler2D tDiffuse;
uniform sampler2D tColorData;
uniform float ditherMagnitude;
varying vec2 vUv;
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
return fract(sin(sn) * c);
}
void main() {
gl_FragColor = vec4(
texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
1.0
);
gl_FragColor = texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r - rand( gl_FragCoord.xy ) * ditherMagnitude, 0.0 ) );
}
`
};