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https://github.com/Rezmason/matrix.git
synced 2026-04-21 15:29:30 -07:00
Pushed virtually all the shader source into shader files that load as assets.
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@@ -1,4 +1,4 @@
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import { extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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import { loadText, extractEntries, make1DTexture, makePassFBO, makePass } from "./utils.js";
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const neapolitanStripeColors = [
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[0.4, 0.15, 0.1],
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@@ -33,47 +33,29 @@ export default (regl, config, inputs) => {
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stripeColors.slice(0, numStripeColors * 3).map(f => Math.floor(f * 0xff))
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);
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const stripePassFrag = loadText("../shaders/stripePass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...extractEntries(config, [
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"backgroundColor",
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]),
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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stripes,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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});
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return makePass(
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{
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primary: output
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},
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regl({
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frag: `
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precision mediump float;
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#define PI 3.14159265359
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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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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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = vec4(color * at + backgroundColor, 1.0);
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}
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`,
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uniforms: {
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...extractEntries(config, [
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"backgroundColor",
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]),
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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stripes,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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})
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() => render({frag: stripePassFrag.text()}),
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null,
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stripePassFrag.loaded
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);
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};
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