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91 lines
2.7 KiB
JavaScript
91 lines
2.7 KiB
JavaScript
import { make1DTexture, makePassFBO, makePass } from "./utils.js";
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const makePalette = (regl, entries) => {
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const PALETTE_SIZE = 2048;
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const paletteColors = Array(PALETTE_SIZE);
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const sortedEntries = entries
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map(entry => ({
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rgb: entry.rgb,
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arrayIndex: Math.floor(
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Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)
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)
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}));
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sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
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sortedEntries.push({
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rgb: sortedEntries[sortedEntries.length - 1].rgb,
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arrayIndex: PALETTE_SIZE - 1
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});
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sortedEntries.forEach((entry, index) => {
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paletteColors[entry.arrayIndex] = entry.rgb.slice();
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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const ratio = i / diff;
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paletteColors[entry.arrayIndex + i] = [
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entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
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entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
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entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio
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];
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}
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}
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});
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return make1DTexture(
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regl,
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paletteColors.flat().map(i => i * 0xff)
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);
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};
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default (regl, config, inputs) => {
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const output = makePassFBO(regl);
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const palette = makePalette(regl, config.paletteEntries);
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return makePass(
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{
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primary: output
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},
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regl({
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frag: `
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precision mediump float;
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#define PI 3.14159265359
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D palette;
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uniform float ditherMagnitude;
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uniform float time;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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void main() {
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float brightness = texture2D( tex, vUV ).r + texture2D( bloomTex, vUV ).r;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = texture2D( palette, vec2(at, 0.0));
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}
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`,
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uniforms: {
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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palette,
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ditherMagnitude: 0.05
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},
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framebuffer: output
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})
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);
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};
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