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Cleaned up config by moving its responsibilities into the passes
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@@ -1,4 +1,4 @@
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import { makePassFBO, makePass } from "./utils.js";
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import { make1DTexture, makePassFBO, makePass } from "./utils.js";
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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@@ -6,8 +6,43 @@ import { makePassFBO, makePass } from "./utils.js";
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default (regl, {}, input) => {
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export default (regl, config, input) => {
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const output = makePassFBO(regl);
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const PALETTE_SIZE = 2048;
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const paletteColors = Array(PALETTE_SIZE);
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const sortedEntries = config.paletteEntries
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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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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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}));
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sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
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sortedEntries.push({
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rgb: sortedEntries[sortedEntries.length - 1].rgb,
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arrayIndex: PALETTE_SIZE - 1
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});
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sortedEntries.forEach((entry, index) => {
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paletteColors[entry.arrayIndex] = entry.rgb.slice();
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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const ratio = i / diff;
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paletteColors[entry.arrayIndex + i] = [
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entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
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entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
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entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio
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];
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}
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}
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});
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const palette = make1DTexture(regl, paletteColors.flat().map(i => i * 0xff));
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return makePass(
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output,
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regl({
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@@ -35,6 +70,7 @@ export default (regl, {}, input) => {
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uniforms: {
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tex: input,
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palette,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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