mirror of
https://github.com/Rezmason/matrix.git
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149 lines
4.4 KiB
JavaScript
149 lines
4.4 KiB
JavaScript
import {
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extractEntries,
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makePassFBO,
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makePyramid,
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resizePyramid,
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makePass
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} from "./utils.js";
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// The bloom pass is basically an added high-pass blur.
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const pyramidHeight = 5;
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const levelStrengths = Array(pyramidHeight)
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.fill()
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.map((_, index) =>
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Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5)
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)
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.reverse();
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export default (regl, config, inputs) => {
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const uniforms = extractEntries(config, [
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"bloomStrength",
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"highPassThreshold"
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]);
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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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 highPass = regl({
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frag: `
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#define lumaMag vec3(0.2126, 0.7152, 0.0722)
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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uniform float highPassThreshold;
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void main() {
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vec3 lumaColor = texture2D(tex, vUV).rgb * lumaMag;
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float luma = lumaColor.r + lumaColor.g + lumaColor.b;
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if (luma < highPassThreshold) {
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luma = 0.;
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}
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gl_FragColor = vec4(vec3(luma), 1.0);
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}
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`,
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uniforms: {
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...uniforms,
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tex: regl.prop("tex")
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},
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framebuffer: regl.prop("fbo")
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this 3x1 blur approximates a more complex gaussian.
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const blur = regl({
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frag: `
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precision mediump float;
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uniform float width, height;
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uniform sampler2D tex;
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uniform vec2 direction;
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varying vec2 vUV;
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void main() {
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vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
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gl_FragColor =
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texture2D(tex, vUV) * 0.442 +
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(
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texture2D(tex, vUV + direction / max(width, height) * size) +
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texture2D(tex, vUV - direction / max(width, height) * size)
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) * 0.279;
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// gl_FragColor =
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// texture2D(tex, vUV) * 0.38774 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
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// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
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// ) * 0.24477 +
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// (
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// texture2D(tex, vUV + direction / max(width, height) * size) +
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// texture2D(tex, vUV - direction / max(width, height) * size)
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// ) * 0.06136;
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}
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`,
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uniforms: {
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...uniforms,
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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height: regl.context("viewportWidth"),
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width: regl.context("viewportHeight")
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},
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framebuffer: regl.prop("fbo")
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});
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// The pyramid of textures gets flattened onto the source texture.
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const flattenPyramid = regl({
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frag: `
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precision mediump float;
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varying vec2 vUV;
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${vBlurPyramid
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.map((_, index) => `uniform sampler2D pyr_${index};`)
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.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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${vBlurPyramid
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.map(
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(_, index) =>
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`total += texture2D(pyr_${index}, vUV) * ${levelStrengths[index]};`
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)
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.join("\n")}
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gl_FragColor = total * bloomStrength;
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}
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`,
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uniforms: {
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...uniforms,
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...Object.fromEntries(
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vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])
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)
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},
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framebuffer: output
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});
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return makePass(
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{
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primary: inputs.primary,
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bloom: output
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},
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() => {
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({ fbo: highPassFBO, tex: inputs.primary });
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blur({ fbo: hBlurFBO, tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, tex: hBlurFBO, direction: [0, 1] });
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}
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flattenPyramid();
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},
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, config.bloomSize);
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resizePyramid(hBlurPyramid, w, h, config.bloomSize);
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resizePyramid(vBlurPyramid, w, h, config.bloomSize);
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output.resize(w, h);
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}
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);
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};
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