precision mediump float; #define PI 3.14159265359 uniform sampler2D tex; uniform sampler2D bloomTex; uniform sampler2D palette; uniform float bloomStrength; uniform float ditherMagnitude; uniform float time; uniform vec3 backgroundColor; 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) * bloomStrength; return min((primary + bloom) * (2.0 - bloomStrength), 1.0); } void main() { vec4 brightnessRGB = getBrightness(vUV); // Combine the texture and bloom float brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b; // Dither: subtract a random value from the brightness brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude; // Map the brightness to a position in the palette texture gl_FragColor = texture2D( palette, vec2(brightness, 0.0)) + vec4(backgroundColor, 0.0); }