import { makePassFBO, makePass } from "./utils.js"; export default (regl, {}, input) => { const output = makePassFBO(regl); return makePass( output, 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: { tex: input, ditherMagnitude: 0.1 }, framebuffer: output }) ); };