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

@@ -2,7 +2,7 @@
* @author rezmason
*/
THREE.HorizontalColorationPass = function (colors) {
THREE.HorizontalColorationPass = function (colors, ditherMagnitude = 1) {
const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
this.dataTexture = new THREE.DataTexture(
@@ -19,6 +19,7 @@ THREE.HorizontalColorationPass = function (colors) {
uniforms: {
tDiffuse: { value: null },
tColorData: { value: this.dataTexture },
ditherMagnitude: { value: ditherMagnitude },
},
vertexShader: `
@@ -30,13 +31,22 @@ THREE.HorizontalColorationPass = function (colors) {
`,
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() {
float value = texture2D(tDiffuse, vUv).r;
vec3 value2 = texture2D(tColorData, vUv).rgb;
vec3 value2 = texture2D(tColorData, vUv).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
gl_FragColor = vec4(value2 * value, 1.0);
}
`