Cleaned up config by moving its responsibilities into the passes

This commit is contained in:
Rezmason
2020-01-26 13:53:19 -08:00
parent 9a8638976d
commit a48b8dffbe
9 changed files with 249 additions and 229 deletions

View File

@@ -1,7 +1,38 @@
import { makePassFBO, makePass } from "./utils.js";
import { make1DTexture, makePassFBO, makePass } from "./utils.js";
export default (regl, {}, input) => {
const neapolitanStripeColors = [
[0.4, 0.15, 0.1],
[0.4, 0.15, 0.1],
[0.8, 0.8, 0.6],
[0.8, 0.8, 0.6],
[1.0, 0.7, 0.8],
[1.0, 0.7, 0.8]
].flat();
const prideStripeColors = [
[1, 0, 0],
[1, 0.5, 0],
[1, 1, 0],
[0, 1, 0],
[0, 0, 1],
[0.8, 0, 1]
].flat();
export default (regl, config, input) => {
const output = makePassFBO(regl);
const stripeColors =
"stripeColors" in config
? config.stripeColors.split(",").map(parseFloat)
: config.effect === "pride"
? prideStripeColors
: neapolitanStripeColors;
const numStripeColors = Math.floor(stripeColors.length / 3);
const stripes = make1DTexture(
regl,
stripeColors.slice(0, numStripeColors * 3).map(f => Math.floor(f * 0xff))
);
return makePass(
output,
regl({
@@ -12,24 +43,26 @@ export default (regl, {}, input) => {
uniform sampler2D tex;
uniform sampler2D stripes;
uniform float ditherMagnitude;
uniform float time;
varying vec2 vUV;
highp float rand( const in vec2 uv ) {
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);
return fract(sin(sn) * c + t);
}
void main() {
vec3 color = texture2D(stripes, vUV).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude;
float brightness = texture2D(tex, vUV).r;
vec3 color = texture2D(stripes, vUV).rgb;
float brightness = texture2D(tex, vUV).r - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = vec4(color * brightness, 1.0);
}
`,
uniforms: {
tex: input,
ditherMagnitude: 0.1
stripes,
ditherMagnitude: 0.05
},
framebuffer: output
})