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https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 01:41:53 +02:00
reduce dithering
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@@ -404,7 +404,7 @@ const displayBloomShader = compileShader(gl.FRAGMENT_SHADER, `
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vec3 bloom = texture2D(uBloom, vUv).rgb;
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vec3 bloom = texture2D(uBloom, vUv).rgb;
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vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb;
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vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb;
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noise = noise * 2.0 - 1.0;
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noise = noise * 2.0 - 1.0;
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bloom += noise / 255.0;
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bloom += noise / 800.0;
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bloom = pow(bloom.rgb, vec3(1.0 / 2.2));
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bloom = pow(bloom.rgb, vec3(1.0 / 2.2));
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C += bloom;
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C += bloom;
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float a = max(C.r, max(C.g, C.b));
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float a = max(C.r, max(C.g, C.b));
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@@ -479,7 +479,7 @@ const displayBloomShadingShader = compileShader(gl.FRAGMENT_SHADER, `
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vec3 bloom = texture2D(uBloom, vUv).rgb;
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vec3 bloom = texture2D(uBloom, vUv).rgb;
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vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb;
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vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb;
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noise = noise * 2.0 - 1.0;
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noise = noise * 2.0 - 1.0;
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bloom += noise / 255.0;
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bloom += noise / 800.0;
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bloom = pow(bloom.rgb, vec3(1.0 / 2.2));
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bloom = pow(bloom.rgb, vec3(1.0 / 2.2));
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C += bloom;
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C += bloom;
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