mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
shader cleanup; a config key for higher bits per pixel on graphics
This commit is contained in:
@@ -19,7 +19,6 @@ import com.badlogic.gdx.utils.Disposable;
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import com.badlogic.gdx.utils.GdxRuntimeException;
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import com.badlogic.gdx.utils.JsonValue;
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import com.github.strikerx3.jxinput.XInputDevice;
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import net.torvald.gdx.graphics.PixmapIO2;
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import net.torvald.getcpuname.GetCpuName;
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import net.torvald.terrarum.controller.GdxControllerAdapter;
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import net.torvald.terrarum.controller.TerrarumController;
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@@ -439,14 +438,16 @@ public class App implements ApplicationListener {
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ditherPatterns[i] = t;
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}
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shaderBayerSkyboxFill = loadShaderFromClasspath("shaders/4096.vert", "shaders/4096_bayer_skyboxfill.frag");
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shaderHicolour = loadShaderFromClasspath("shaders/4096.vert", "shaders/hicolour.frag");
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shaderDebugDiff = loadShaderFromClasspath("shaders/4096.vert", "shaders/diff.frag");
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shaderBayerSkyboxFill = loadShaderFromClasspath("shaders/default.vert",
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"shaders/float_to_disp_dither_static.frag"
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);
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shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
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shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
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shaderPassthruRGBA = SpriteBatch.createDefaultShader();
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shaderDitherRGBA = loadShaderFromClasspath("shaders/4096.vert", "shaders/4096_bayer.frag"); // always load the shader regardless of config because the config may cange
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shaderColLUT = loadShaderFromClasspath("shaders/4096.vert", "shaders/passthrurgb.frag");
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shaderReflect = loadShaderFromClasspath("shaders/4096.vert", "shaders/reflect.frag");
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shaderGhastlyWhite = loadShaderFromClasspath("shaders/4096.vert", "shaders/ghastlywhite.frag");
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shaderDitherRGBA = loadShaderFromClasspath("shaders/default.vert", "shaders/float_to_disp_dither.frag"); // always load the shader regardless of config because the config may cange
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shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/passthrurgb.frag");
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shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
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shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
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fullscreenQuad = new Mesh(
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true, 4, 6,
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@@ -38,7 +38,7 @@ object ColorLimiterTest : ApplicationAdapter() {
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override fun create() {
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ShaderProgram.pedantic = false
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shader4096 = ShaderProgram(Gdx.files.internal("assets/shaders/4096.vert"), Gdx.files.internal("assets/shaders/4096_bayer.frag"))
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shader4096 = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/float_to_disp_dither.frag"))
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shader4096.bind()
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shader4096.setUniformf("rcount", 4f)
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shader4096.setUniformf("gcount", 4f)
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@@ -11,6 +11,7 @@ object DefaultConfig {
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val hashMap = hashMapOf<String, Any>(
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"displayfps" to 0, // 0: no limit, non-zero: limit
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"displaycolourdepth" to 8,
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"usevsync" to false,
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"screenwidth" to TerrarumScreenSize.defaultW,
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"screenheight" to TerrarumScreenSize.defaultH,
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@@ -47,7 +47,7 @@ object GlslTilingTest : ApplicationAdapter() {
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override fun create() {
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ShaderProgram.pedantic = false
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shader = ShaderProgram(Gdx.files.internal("assets/shaders/4096.vert"), Gdx.files.internal("assets/shaders/tiling.frag"))
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shader = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/tiling.frag"))
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font = TerrarumSansBitmap("assets/graphics/fonts/terrarum-sans-bitmap", flipY = false)
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@@ -41,6 +41,14 @@ object PostProcessor : Disposable {
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private val functionRowHelper = Texture(Gdx.files.internal("assets/graphics/function_row_help.png"))
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private val shaderQuant = mapOf(
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8 to 255f,
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10 to 1023f,
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12 to 4095f,
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14 to 16383f,
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15 to 32767f,
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16 to 65535f
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)
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init {
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App.disposables.add(this)
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@@ -139,6 +147,7 @@ object PostProcessor : Disposable {
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App.shaderDitherRGBA.setUniformi("u_texture", 0)
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App.shaderDitherRGBA.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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App.shaderDitherRGBA.setUniformi("u_pattern", 1)
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App.shaderDitherRGBA.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
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App.fullscreenQuad.render(App.shaderDitherRGBA, GL20.GL_TRIANGLES)
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}
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else {
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@@ -39,7 +39,7 @@ object ShitOnGlsl : ApplicationAdapter() {
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override fun create() {
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ShaderProgram.pedantic = false
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shader = ShaderProgram(Gdx.files.internal("assets/shaders/4096.vert"), Gdx.files.internal("assets/shaders/crt.frag"))
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shader = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/crt.frag"))
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font = TerrarumSansBitmap("assets/graphics/fonts/terrarum-sans-bitmap", flipY = false)
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@@ -115,21 +115,17 @@ object IngameRenderer : Disposable {
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// these codes will run regardless of the invocation of the "initialise()" function
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// the "initialise()" function will also be called
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init {
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// shaderBlurDither = App.loadShaderFromClasspath("shaders/blur.vert", "shaders/blur_dither.frag")
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// shaderRGBOnlyDither = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/4096_bayer_rgb1.frag")
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// shaderAtoGreyDither = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/4096_bayer_aaa1.frag")
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shaderBlur = App.loadShaderFromClasspath("shaders/blur.vert", "shaders/blur.frag")
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shaderRGBOnly = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/rgbonly.frag")
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shaderAtoGrey = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/aonly.frag")
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shaderRGBOnly = App.loadShaderFromClasspath("shaders/default.vert", "shaders/rgbonly.frag")
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shaderAtoGrey = App.loadShaderFromClasspath("shaders/default.vert", "shaders/aonly.frag")
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shaderAlphaDither = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/alphadither.frag")
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shaderAlphaDither = App.loadShaderFromClasspath("shaders/default.vert", "shaders/alphadither.frag")
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shaderBlendGlow = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlow.frag")
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shaderKawaseDown = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/kawasedown.frag")
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shaderKawaseUp = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/kawaseup.frag")
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shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
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shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")
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if (!shaderBlendGlow.isCompiled) {
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Gdx.app.log("shaderBlendGlow", shaderBlendGlow.log)
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@@ -579,17 +579,17 @@ class UIItemPlayerCells(
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val bodypartImages = props.bodypartJoints.keys.associate { partname ->
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fileGetter(partname).let { file ->
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if (file == null) {
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printdbg(this, " Partname $partname points to a null file!")
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// printdbg(this, " Partname $partname points to a null file!")
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partname to null
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}
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else {
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try {
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printdbg(this, " Partname $partname successfully retrieved")
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// printdbg(this, " Partname $partname successfully retrieved")
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val bytes = file.readAllBytes()
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partname to Pixmap(bytes, 0, bytes.size)
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}
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catch (e: GdxRuntimeException) {
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printdbg(this, " Partname $partname failed to load: ${e.message}")
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// printdbg(this, " Partname $partname failed to load: ${e.message}")
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partname to null
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}
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}
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@@ -29,10 +29,10 @@ object Toolkit : Disposable {
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}
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private val shaderKawaseDown = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/kawasedown.frag")
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private val shaderKawaseUp = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/kawaseup.frag")
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private val shaderBoxDown = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/boxdown.frag")
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private val shaderBoxUp = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/boxup.frag")
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private val shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
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private val shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")
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private val shaderBoxDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/boxdown.frag")
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private val shaderBoxUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/boxup.frag")
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private lateinit var fboBlur: FloatFrameBuffer
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private lateinit var fboBlurHalf: FloatFrameBuffer
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@@ -85,7 +85,7 @@ internal object BlocksDrawer {
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private lateinit var tilesQuad: Mesh
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private val shader = App.loadShaderFromClasspath("shaders/4096.vert", "shaders/tiling_dither.frag")
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private val shader = App.loadShaderFromClasspath("shaders/default.vert", "shaders/tiling_dither.frag")
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init {
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@@ -1,14 +0,0 @@
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main(void) {
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vec4 color = texture2D(u_texture, v_texCoords).rgba;
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color.r = floor(15.0 * color.r + 0.5) / 15.0;
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color.g = floor(15.0 * color.g + 0.5) / 15.0;
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color.b = floor(15.0 * color.b + 0.5) / 15.0;
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// a: passthrough
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gl_FragColor = color;
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}
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@@ -1,43 +0,0 @@
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/**
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* Blue Noise texture created by Christoph Peters, released under CC0
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 130
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantiser * inColor + halfvec) * quantiserDivider;
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}
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vec4 getDitherredDot(vec4 inColor) {
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vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
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return nearestColour(bayerThreshold * quantiserDivider + inColor);
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}
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void main(void) {
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// create texture coordinates based on pixelSize //
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vec4 inColor = v_color * (texture2D(u_texture, v_texCoords)).aaaa;
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vec4 selvec = getDitherredDot(inColor);
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gl_FragColor = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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}
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@@ -1,43 +0,0 @@
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/**
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* Blue Noise texture created by Christoph Peters, released under CC0
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 130
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantiser * inColor + halfvec) * quantiserDivider;
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}
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vec4 getDitherredDot(vec4 inColor) {
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vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
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return nearestColour(bayerThreshold * quantiserDivider + inColor);
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}
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void main(void) {
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// create texture coordinates based on pixelSize //
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vec4 inColor = v_color * (texture2D(u_texture, v_texCoords));
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vec4 selvec = getDitherredDot(inColor);
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gl_FragColor = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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}
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@@ -1,59 +0,0 @@
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/**
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* Blue Noise texture created by Christoph Peters, released under CC0
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 130
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantiser * inColor + halfvec) * quantiserDivider;
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}
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vec4 getDitherredDot(vec4 inColor) {
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vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
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return nearestColour(bayerThreshold * quantiserDivider + inColor);
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}
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uniform vec2 iResolution;
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uniform float flip;
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uniform vec2 direction;
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vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.3846153846) * direction;
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vec2 off2 = vec2(3.2307692308) * direction;
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color += texture2D(image, uv) * 0.2270270270;
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color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
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color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
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return color;
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}
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void main() {
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vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
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if (flip == 1.0) { uv.y = 1.0 - uv.y; }
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vec4 inColor = blur(u_texture, uv, iResolution.xy, direction);
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vec4 selvec = getDitherredDot(inColor);
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gl_FragColor = selvec; // quantise all four RGBA
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}
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@@ -23,9 +23,7 @@ uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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@@ -33,12 +31,12 @@ vec4 halfvec = vec4(0.5);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantiser * inColor + halfvec) * quantiserDivider;
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return floor(vec4(quant) * inColor + halfvec) * vec4(1.0 / quant);
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}
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vec4 getDitherredDot(vec4 inColor) {
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vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
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return nearestColour(bayerThreshold * quantiserDivider + inColor);
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return nearestColour(bayerThreshold * vec4(1.0 / quant) + inColor);
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}
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@@ -19,7 +19,7 @@ uniform float parallax_size = 1.0/3.0; // 0: no parallax
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uniform float zoomInv = 1.0;
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float quant = 63.0; // 64 steps -> 63.0; 256 steps -> 255.0
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float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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