mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 22:29:28 -07:00
Rearranging the shaders and scripts to hopefully make the project easier to work on
This commit is contained in:
36
js/regl/resurrectionPass.js
Normal file
36
js/regl/resurrectionPass.js
Normal file
@@ -0,0 +1,36 @@
|
||||
import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
|
||||
|
||||
// Matrix Resurrections isn't in theaters yet,
|
||||
// and this version of the effect is still a WIP.
|
||||
|
||||
// Criteria:
|
||||
// Upward-flowing glyphs should be golden
|
||||
// Downward-flowing glyphs should be tinted slightly blue on top and golden on the bottom
|
||||
// Cheat a lens blur, interpolating between the texture and bloom at the edges
|
||||
|
||||
export default (regl, config, inputs) => {
|
||||
const output = makePassFBO(regl, config.useHalfFloat);
|
||||
const { backgroundColor } = config;
|
||||
const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
|
||||
|
||||
const render = regl({
|
||||
frag: regl.prop("frag"),
|
||||
|
||||
uniforms: {
|
||||
backgroundColor,
|
||||
tex: inputs.primary,
|
||||
bloomTex: inputs.bloom,
|
||||
ditherMagnitude: 0.05,
|
||||
},
|
||||
framebuffer: output,
|
||||
});
|
||||
|
||||
return makePass(
|
||||
{
|
||||
primary: output,
|
||||
},
|
||||
() => render({ frag: resurrectionPassFrag.text() }),
|
||||
null,
|
||||
resurrectionPassFrag.loaded
|
||||
);
|
||||
};
|
||||
Reference in New Issue
Block a user