Files
matrix/js/palettePass.js
Rezmason 99ef8bbf0a Separated color passes into separate modules.
Moved main JS into its own module.
Main module now builds passes into a pipeline, based on the value of config.effect.
The passes no longer make stubs when they're not meant to be active.
Asset loading has been moved into the passes, which resolve their ready promise when they've finished loading.
2020-01-25 23:05:54 -08:00

44 lines
1.2 KiB
JavaScript

import { makePassFBO, makePass } from "./utils.js";
// 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.
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 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: {
tex: input,
ditherMagnitude: 0.05
},
framebuffer: output
})
);
};