text: import { make1DTexture, makePassFBO, makePass } from "./utils.js";
  
  const neapolitanStripeColors = [
    [0.4, 0.15, 0.1],
    [0.4, 0.15, 0.1],
    [0.8, 0.8, 0.6],
    [0.8, 0.8, 0.6],
    [1.0, 0.7, 0.8],
    [1.0, 0.7, 0.8]
  ].flat();
  
  const prideStripeColors = [
    [1, 0, 0],
    [1, 0.5, 0],
    [1, 1, 0],
    [0, 1, 0],
    [0, 0, 1],
    [0.8, 0, 1]
  ].flat();
  
  export default (regl, config, inputs) => {
    const output = makePassFBO(regl, config.useHalfFloat);
  
    const stripeColors =
      "stripeColors" in config
        ? config.stripeColors.split(",").map(parseFloat)
        : config.effect === "pride"
        ? prideStripeColors
        : neapolitanStripeColors;
    const numStripeColors = Math.floor(stripeColors.length / 3);
    const stripes = make1DTexture(
      regl,
      stripeColors.slice(0, numStripeColors * 3).map(f => Math.floor(f * 0xff))
    );
  
    return makePass(
      {
        primary: output
      },
      regl({
        frag: `
        precision mediump float;
        #define PI 3.14159265359
  
        uniform sampler2D tex;
        uniform sampler2D bloomTex;
        uniform sampler2D stripes;
        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() {
          vec3 color = texture2D(stripes, vUV).rgb;
          float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
          float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
          gl_FragColor = vec4(color * at, 1.0);
        }
      `,
  
        uniforms: {
          tex: inputs.primary,
          bloomTex: inputs.bloom,
          stripes,
          ditherMagnitude: 0.05
        },
        framebuffer: output
      })
    );
  };
  