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https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Separated cursor and glint intensities from their colors, which can now safely reside in their color spaces.
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@@ -7,6 +7,7 @@ uniform sampler2D paletteTex;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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uniform float cursorIntensity, glintIntensity;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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@@ -30,8 +31,8 @@ void main() {
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// Map the brightness to a position in the palette texture
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gl_FragColor = vec4(
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texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
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+ min(cursorColor * brightness.g, vec3(1.0))
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+ min(glintColor * brightness.b, vec3(1.0))
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+ min(cursorColor * cursorIntensity * brightness.g, vec3(1.0))
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+ min(glintColor * glintIntensity * brightness.b, vec3(1.0))
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+ backgroundColor,
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1.0
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);
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@@ -7,6 +7,7 @@ uniform sampler2D stripeTex;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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uniform float cursorIntensity, glintIntensity;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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@@ -31,8 +32,8 @@ void main() {
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gl_FragColor = vec4(
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color * brightness.r
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+ min(cursorColor * brightness.g, vec3(1.0))
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+ min(glintColor * brightness.b, vec3(1.0))
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+ min(cursorColor * cursorIntensity * brightness.g, vec3(1.0))
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+ min(glintColor * glintIntensity * brightness.b, vec3(1.0))
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+ backgroundColor,
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1.0
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);
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@@ -3,6 +3,8 @@ struct Config {
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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glintColor : vec3<f32>,
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cursorIntensity : f32,
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glintIntensity : f32,
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};
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struct Palette {
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@@ -65,8 +67,8 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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textureStore(outputTex, coord, vec4<f32>(
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palette.colors[paletteIndex]
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+ min(config.cursorColor * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * brightness.b, vec3<f32>(1.0))
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+ min(config.cursorColor * config.cursorIntensity * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * config.glintIntensity * brightness.b, vec3<f32>(1.0))
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+ config.backgroundColor,
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1.0
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));
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@@ -3,6 +3,8 @@ struct Config {
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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glintColor : vec3<f32>,
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cursorIntensity : f32,
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glintIntensity : f32,
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};
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struct Time {
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@@ -60,8 +62,8 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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textureStore(outputTex, coord, vec4<f32>(
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color * brightness.r
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+ min(config.cursorColor * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * brightness.b, vec3<f32>(1.0))
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+ min(config.cursorColor * config.cursorIntensity * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * config.glintIntensity * brightness.b, vec3<f32>(1.0))
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+ config.backgroundColor,
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1.0
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));
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