Pushed virtually all the shader source into shader files that load as assets.

This commit is contained in:
Rezmason
2021-10-20 03:20:46 -07:00
parent 39742d73f3
commit d8a1409907
17 changed files with 556 additions and 536 deletions

View File

@@ -1,4 +1,4 @@
import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
import { loadText, extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
const neapolitanStripeColors = [
[0.4, 0.15, 0.1],
@@ -33,47 +33,29 @@ export default (regl, config, inputs) => {
stripeColors.slice(0, numStripeColors * 3).map(f => Math.floor(f * 0xff))
);
const stripePassFrag = loadText("../shaders/stripePass.frag");
const render = regl({
frag: regl.prop("frag"),
uniforms: {
...extractEntries(config, [
"backgroundColor",
]),
tex: inputs.primary,
bloomTex: inputs.bloom,
stripes,
ditherMagnitude: 0.05
},
framebuffer: output
});
return makePass(
{
primary: output
},
regl({
frag: `
precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D stripes;
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() {
vec3 color = texture2D(stripes, vUV).rgb;
float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = vec4(color * at + backgroundColor, 1.0);
}
`,
uniforms: {
...extractEntries(config, [
"backgroundColor",
]),
tex: inputs.primary,
bloomTex: inputs.bloom,
stripes,
ditherMagnitude: 0.05
},
framebuffer: output
})
() => render({frag: stripePassFrag.text()}),
null,
stripePassFrag.loaded
);
};