precision mediump float; #define PI 3.14159265359 uniform sampler2D tex; uniform sampler2D bloomTex; uniform sampler2D paletteTex; uniform float ditherMagnitude; uniform float time; uniform vec3 backgroundColor, cursorColor, glintColor; uniform float cursorIntensity, glintIntensity; 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); } vec4 getBrightness(vec2 uv) { vec4 primary = texture2D(tex, uv); vec4 bloom = texture2D(bloomTex, uv); return primary + bloom; } void main() { vec4 brightness = getBrightness(vUV); // Dither: subtract a random value from the brightness brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude / 3.0; // Map the brightness to a position in the palette texture gl_FragColor = vec4( texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb + min(cursorColor * cursorIntensity * brightness.g, vec3(1.0)) + min(glintColor * glintIntensity * brightness.b, vec3(1.0)) + backgroundColor, 1.0 ); }