Files
matrix/shaders/glsl/palettePass.frag.glsl
2022-09-29 22:15:01 -07:00

40 lines
1.1 KiB
GLSL

precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D paletteTex;
uniform float bloomStrength;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor, cursorColor, glintColor;
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 brightness = getBrightness(vUV);
// Dither: subtract a random value from the brightness
brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude / 3.0;
// Map the brightness to a position in the palette texture
gl_FragColor = vec4(
texture2D( paletteTex, vec2(brightness.r, 0.0)).rgb
+ min(cursorColor * brightness.g, vec3(1.0))
+ min(glintColor * brightness.b, vec3(1.0))
+ backgroundColor,
1.0
);
}