dithered skybox

This commit is contained in:
minjaesong
2017-07-16 05:03:04 +09:00
parent 81529eb215
commit 145a4e5e71
11 changed files with 295 additions and 84 deletions

View File

@@ -3,25 +3,29 @@ varying vec2 v_texCoords;
uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 4.0;
uniform float gcount = 4.0;
uniform float bcount = 4.0;
uniform float acount = 1.0;
//uniform mat4 bayer;
uniform float monitorGamma; // give 2.2f
int bayer[8][8] = {
{ 0, 32, 8, 40, 2, 34, 10, 42}, // 8x8 bayer ordered dithering
{48, 16, 56, 24, 50, 18, 58, 26}, // pattern. Each input pixel
{12, 44, 4, 36, 14, 46, 6, 38}, // is scaled to the 0..63 range
{60, 28, 52, 20, 62, 30, 54, 22}, // before looking in this table
{ 3, 35, 11, 43, 1, 33, 9, 41}, // to determine the action
{51, 19, 59, 27, 49, 17, 57, 25},
{15, 47, 7, 39, 13, 45, 5, 37},
{63, 31, 55, 23, 61, 29, 53, 21} }; // fun fact: you can calculate bayer value on-the-fly but LUT is faster
{ 0,32, 8,40, 2,34,10,42}, // 8x8 bayer ordered dithering
{48,16,56,24,50,18,58,26}, // pattern. Each input pixel
{12,44, 4,36,14,46, 6,38}, // is scaled to the 0..63 range
{60,28,52,20,62,30,54,22}, // before looking in this table
{ 3,35,11,43, 1,33, 9,41}, // to determine the action
{51,19,59,27,49,17,57,25},
{15,47, 7,39,13,45, 5,37},
{63,31,55,23,61,29,53,21} }; // fun fact: you can calculate bayer value on-the-fly but LUT is faster
float bayerSize = 8.0;
float bayerDivider = bayerSize * bayerSize;
vec4 nearestColour(vec4 incolor) {
vec4 rgbaCounts = vec4(16.0, 16.0, 16.0, 1.0);
vec4 rgbaCounts = vec4(rcount, gcount, bcount, acount);
vec4 color = incolor;
@@ -33,9 +37,6 @@ vec4 nearestColour(vec4 incolor) {
if (rgbaCounts.a >= 2.0) {
color.a = floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
}
else if (rgbaCounts.a == 1.0) {
color.a = (color.a >= 0.5f) ? 1.0 : 0.0;
}
else {
color.a = 1.0;
}
@@ -44,13 +45,14 @@ vec4 nearestColour(vec4 incolor) {
}
void main(void) {
float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
// create texture coordinates based on pixelSize //
vec4 inColor = texture2D(u_texture, v_texCoords);
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
float r = 1.0 / monitorGamma;
gl_FragColor = nearestColour(inColor + r * (bayer[int(entry.y)][int(entry.x)] / bayerDivider - 0.5));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y)][int(entry.x)] / bayerDivider - 0.5));
//gl_FragColor = nearestColour(inColor);
}

View File

@@ -0,0 +1,58 @@
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec3 topColor;
uniform vec3 bottomColor;
uniform float screenHeight;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 256.0; // it even works on 256.0!
uniform float gcount = 256.0;
uniform float bcount = 256.0;
int bayer[8][8] = {
{ 0,32, 8,40, 2,34,10,42}, // 8x8 bayer ordered dithering
{48,16,56,24,50,18,58,26}, // pattern. Each input pixel
{12,44, 4,36,14,46, 6,38}, // is scaled to the 0..63 range
{60,28,52,20,62,30,54,22}, // before looking in this table
{ 3,35,11,43, 1,33, 9,41}, // to determine the action
{51,19,59,27,49,17,57,25},
{15,47, 7,39,13,45, 5,37},
{63,31,55,23,61,29,53,21} }; // fun fact: you can calculate bayer value on-the-fly but LUT is faster
float bayerSize = 8.0;
float bayerDivider = bayerSize * bayerSize;
vec4 nearestColour(vec4 incolor) {
vec4 rgbaCounts = vec4(rcount, gcount, bcount, 1.0);
vec4 color = incolor;
color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
color.a = 1.0;
return color;
}
void main(void) {
float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
float scale = v_texCoords.y; // screenHeight;
float inR = mix(bottomColor.r, topColor.r, scale);
float inG = mix(bottomColor.g, topColor.g, scale);
float inB = mix(bottomColor.b, topColor.b, scale);
vec4 inColor = vec4(inR, inG, inB, 1.0);
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y)][int(entry.x)] / bayerDivider - 0.5));
}

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