The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.

This commit is contained in:
Rezmason
2021-12-24 21:33:39 -08:00
parent a962a6128d
commit 928067996d
20 changed files with 113 additions and 35 deletions

View File

@@ -10,7 +10,7 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
export default ({ regl, config }, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat);
const { backgroundColor, ditherMagnitude } = config;
const { backgroundColor, ditherMagnitude, bloomStrength } = config;
const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
const render = regl({
@@ -19,6 +19,7 @@ export default ({ regl, config }, inputs) => {
uniforms: {
backgroundColor,
ditherMagnitude,
bloomStrength,
tex: inputs.primary,
bloomTex: inputs.bloom,
},