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Adding support for "resurrecting" volumetric code, which is rendered to a separate channel and can be given separate colors.
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@@ -1,5 +1,14 @@
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import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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const colorToRGB = ([hue, saturation, lightness]) => {
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const a = saturation * Math.min(lightness, 1 - lightness);
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const f = (n) => {
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const k = (n + hue * 12) % 12;
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return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
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};
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return [f(0), f(8), f(4)];
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};
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const makePalette = (regl, entries) => {
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const PALETTE_SIZE = 2048;
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const paletteColors = Array(PALETTE_SIZE);
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@@ -7,7 +16,7 @@ const makePalette = (regl, entries) => {
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map(entry => ({
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rgb: entry.rgb,
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rgb: colorToRGB(entry.hsl),
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arrayIndex: Math.floor(
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Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)
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)
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@@ -73,7 +82,8 @@ export default (regl, config, inputs) => {
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}
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void main() {
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float brightness = texture2D( tex, vUV ).r + texture2D( bloomTex, vUV ).r;
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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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)) + vec4(backgroundColor, 0.0);
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}
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