Files
matrix/js/colorPass.js
2020-01-22 13:02:08 -08:00

113 lines
2.8 KiB
JavaScript

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)
);
};