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38 lines
1.0 KiB
JavaScript
38 lines
1.0 KiB
JavaScript
import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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// Criteria:
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// Upward-flowing glyphs should be golden
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// Downward-flowing glyphs should be tinted slightly blue on top and golden on the bottom
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// Cheat a lens blur, interpolating between the texture and bloom at the edges
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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backgroundColor,
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ditherMagnitude,
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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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: output,
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},
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resurrectionPassFrag.loaded,
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(w, h) => output.resize(w, h),
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() => render({ frag: resurrectionPassFrag.text() })
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);
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};
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