Feature: more vibrant musicians colors thanks to mixing in the original image

This commit is contained in:
Dejvino 2025-11-22 13:41:25 +01:00
parent 37f0d30fee
commit 98f5f77890

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@ -64,13 +64,33 @@ export class MedievalMusicians extends SceneFeature {
const materials = await Promise.all(musicianTextureUrls.map(async (url) => {
const texture = await state.loader.loadAsync(url);
const processedTexture = processTexture(texture);
return new THREE.MeshStandardMaterial({
const material = new THREE.MeshStandardMaterial({
map: processedTexture,
side: THREE.DoubleSide,
alphaTest: 0.5, // Treat pixels with alpha < 0.5 as fully transparent
roughness: 0.7,
metalness: 0.1,
});
// Inject custom shader code to boost vibrancy
material.onBeforeCompile = (shader) => {
// Pass the texture map to the fragment shader
shader.uniforms.vibrancyMap = { value: processedTexture };
shader.fragmentShader = 'uniform sampler2D vibrancyMap;\n' + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
'#include <dithering_fragment>',
`
#include <dithering_fragment>
// Get the pure texture color
vec4 texColor = texture2D(vibrancyMap, vMapUv);
// Mix the final lit color with the pure texture color to keep it vibrant
float vibrancy = 0.6; // 0.0 = full lighting, 1.0 = full texture color
gl_FragColor.rgb = mix(gl_FragColor.rgb, texColor.rgb, vibrancy);
`
);
};
return material;
}));
const createMusicians = () => {