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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
All non-trivial shaders are now loaded from files.
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@@ -38,7 +38,7 @@ export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
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const highPassFrag = loadText("shaders/glsl/bloomPass.highPass.frag.glsl");
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const highPass = regl({
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frag: regl.prop("frag"),
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uniforms: {
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@@ -53,7 +53,7 @@ export default ({ regl, config }, inputs) => {
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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const blurFrag = loadText("shaders/glsl/blur.frag.glsl");
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const blurFrag = loadText("shaders/glsl/bloomPass.blur.frag.glsl");
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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@@ -66,18 +66,9 @@ export default ({ regl, config }, inputs) => {
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});
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// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
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const sumPyramid = regl({
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frag: `
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precision mediump float;
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varying vec2 vUV;
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${vBlurPyramid.map((_, index) => `uniform sampler2D pyr_${index};`).join("\n")}
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uniform float bloomStrength;
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void main() {
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vec4 total = vec4(0.);
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${vBlurPyramid.map((_, index) => `total += texture2D(pyr_${index}, vUV) * ${levelStrengths[index]};`).join("\n")}
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gl_FragColor = total * bloomStrength;
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}
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`,
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const combineFrag = loadText("shaders/glsl/bloomPass.combine.frag.glsl");
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const combine = regl({
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frag: regl.prop("frag"),
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uniforms: {
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bloomStrength,
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...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
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@@ -112,7 +103,7 @@ export default ({ regl, config }, inputs) => {
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blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
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}
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sumPyramid();
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combine({ frag: combineFrag.text() });
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}
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);
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};
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