Rearranging the shaders and scripts to hopefully make the project easier to work on

This commit is contained in:
Rezmason
2021-10-29 09:27:28 -07:00
parent dd4fe3cac6
commit 94f5f1e5ec
21 changed files with 12 additions and 12 deletions

View File

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precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D palette;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
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 + t);
}
void main() {
vec4 brightnessRGB = texture2D( tex, vUV ) + texture2D( bloomTex, vUV );
// Combine the texture and bloom
float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
// Dither: subtract a random value from the brightness
brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
// Map the brightness to a position in the palette texture
gl_FragColor = texture2D( palette, vec2(brightness, 0.0)) + vec4(backgroundColor, 0.0);
}