import { makePassFBO, makePass } from "./utils.js"; const colorizeByPalette = (regl, uniforms, framebuffer) => // The rendered texture's values are mapped to colors in a palette texture. // A little noise is introduced, to hide the banding that appears // in subtle gradients. The noise is also time-driven, so its grain // won't persist across subsequent frames. This is a safe trick // in screen space. regl({ frag: ` precision mediump float; #define PI 3.14159265359 uniform sampler2D tex; uniform sampler2D palette; uniform float ditherMagnitude; uniform float time; 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() { float at = texture2D( tex, vUV ).r - rand( gl_FragCoord.xy, time ) * ditherMagnitude; gl_FragColor = texture2D( palette, vec2(at, 0.0)); } `, uniforms: { ...uniforms, ditherMagnitude: 0.05 }, framebuffer }); const colorizeByStripes = (regl, uniforms, framebuffer) => regl({ frag: ` precision mediump float; #define PI 3.14159265359 uniform sampler2D tex; uniform sampler2D stripes; uniform float ditherMagnitude; varying vec2 vUV; highp float rand( const in vec2 uv ) { 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); } void main() { vec3 color = texture2D(stripes, vUV).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude; float brightness = texture2D(tex, vUV).r; gl_FragColor = vec4(color * brightness, 1.0); } `, uniforms: { ...uniforms, ditherMagnitude: 0.1 }, framebuffer }); const colorizeByImage = (regl, uniforms, framebuffer) => regl({ frag: ` precision mediump float; uniform sampler2D tex; uniform sampler2D bgTex; varying vec2 vUV; void main() { vec3 bgColor = texture2D(bgTex, vUV).rgb; float brightness = pow(texture2D(tex, vUV).r, 1.5); gl_FragColor = vec4(bgColor * brightness, 1.0); } `, uniforms, framebuffer }); const colorizersByEffect = { plain: colorizeByPalette, customStripes: colorizeByStripes, stripes: colorizeByStripes, image: colorizeByImage }; export default (regl, config, { bgTex }, input) => { if (config.effect === "none") { return makePass(input, null, null); } if (bgTex == null) { bgTex = 0; } const output = makePassFBO(regl); return makePass( output, (config.effect in colorizersByEffect ? colorizersByEffect[config.effect] : colorizeByPalette)(regl, { bgTex, tex: input }, output) ); };