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https://github.com/Rezmason/matrix.git
synced 2026-04-19 22:49:29 -07:00
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
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@@ -2,13 +2,20 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D backgroundTex;
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uniform float bloomStrength;
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varying vec2 vUV;
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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float brightness = pow(getBrightness(vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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@@ -4,6 +4,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D palette;
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uniform float bloomStrength;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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@@ -15,8 +16,14 @@ highp float rand( const in vec2 uv, const in float t ) {
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return fract(sin(sn) * c + t);
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}
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
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vec4 brightnessRGB = getBrightness(vUV);
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// Combine the texture and bloom
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float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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@@ -3,6 +3,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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@@ -38,7 +39,7 @@ void main() {
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// Mix the texture and bloom based on distance from center,
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// to approximate a lens blur
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vec3 brightness = mix(
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texture2D( bloomTex, vUV ).rgb,
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texture2D( bloomTex, vUV ).rgb * bloomStrength,
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texture2D( tex, vUV ).rgb,
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(0.7 - length(vUV - 0.5))
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) * 1.25;
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@@ -3,6 +3,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float time;
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@@ -15,10 +16,16 @@ highp float rand( const in vec2 uv, const in float t ) {
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return fract(sin(sn) * c + t);
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}
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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// Combine the texture and bloom
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float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
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float brightness = getBrightness(vUV).r;
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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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