mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-15 16:16:10 +09:00
shader cleanup; a config key for higher bits per pixel on graphics
This commit is contained in:
@@ -1,14 +0,0 @@
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
void main(void) {
|
||||
vec4 color = texture2D(u_texture, v_texCoords).rgba;
|
||||
|
||||
color.r = floor(15.0 * color.r + 0.5) / 15.0;
|
||||
color.g = floor(15.0 * color.g + 0.5) / 15.0;
|
||||
color.b = floor(15.0 * color.b + 0.5) / 15.0;
|
||||
// a: passthrough
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
/**
|
||||
* Blue Noise texture created by Christoph Peters, released under CC0
|
||||
* http://momentsingraphics.de/BlueNoise.html
|
||||
*/
|
||||
|
||||
#version 130
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_pattern;
|
||||
uniform ivec2 rnd = ivec2(0,0);
|
||||
|
||||
float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
vec4 quantiser = vec4(quant);
|
||||
vec4 quantiserDivider = vec4(1.0 / quant);
|
||||
|
||||
vec2 boolean = vec2(0.0, 1.0);
|
||||
vec4 halfvec = vec4(0.5);
|
||||
|
||||
vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(quantiser * inColor + halfvec) * quantiserDivider;
|
||||
}
|
||||
|
||||
vec4 getDitherredDot(vec4 inColor) {
|
||||
vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
|
||||
return nearestColour(bayerThreshold * quantiserDivider + inColor);
|
||||
}
|
||||
|
||||
|
||||
void main(void) {
|
||||
// create texture coordinates based on pixelSize //
|
||||
vec4 inColor = v_color * (texture2D(u_texture, v_texCoords)).aaaa;
|
||||
vec4 selvec = getDitherredDot(inColor);
|
||||
|
||||
gl_FragColor = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
/**
|
||||
* Blue Noise texture created by Christoph Peters, released under CC0
|
||||
* http://momentsingraphics.de/BlueNoise.html
|
||||
*/
|
||||
|
||||
#version 130
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_pattern;
|
||||
uniform ivec2 rnd = ivec2(0,0);
|
||||
|
||||
float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
vec4 quantiser = vec4(quant);
|
||||
vec4 quantiserDivider = vec4(1.0 / quant);
|
||||
|
||||
vec2 boolean = vec2(0.0, 1.0);
|
||||
vec4 halfvec = vec4(0.5);
|
||||
|
||||
vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(quantiser * inColor + halfvec) * quantiserDivider;
|
||||
}
|
||||
|
||||
vec4 getDitherredDot(vec4 inColor) {
|
||||
vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
|
||||
return nearestColour(bayerThreshold * quantiserDivider + inColor);
|
||||
}
|
||||
|
||||
|
||||
void main(void) {
|
||||
// create texture coordinates based on pixelSize //
|
||||
vec4 inColor = v_color * (texture2D(u_texture, v_texCoords));
|
||||
vec4 selvec = getDitherredDot(inColor);
|
||||
|
||||
gl_FragColor = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
/**
|
||||
* Blue Noise texture created by Christoph Peters, released under CC0
|
||||
* http://momentsingraphics.de/BlueNoise.html
|
||||
*/
|
||||
#version 130
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_pattern;
|
||||
uniform ivec2 rnd = ivec2(0,0);
|
||||
|
||||
float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
vec4 quantiser = vec4(quant);
|
||||
vec4 quantiserDivider = vec4(1.0 / quant);
|
||||
|
||||
vec2 boolean = vec2(0.0, 1.0);
|
||||
vec4 halfvec = vec4(0.5);
|
||||
|
||||
vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(quantiser * inColor + halfvec) * quantiserDivider;
|
||||
}
|
||||
|
||||
vec4 getDitherredDot(vec4 inColor) {
|
||||
vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
|
||||
return nearestColour(bayerThreshold * quantiserDivider + inColor);
|
||||
}
|
||||
|
||||
|
||||
uniform vec2 iResolution;
|
||||
uniform float flip;
|
||||
uniform vec2 direction;
|
||||
|
||||
vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
|
||||
vec4 color = vec4(0.0);
|
||||
vec2 off1 = vec2(1.3846153846) * direction;
|
||||
vec2 off2 = vec2(3.2307692308) * direction;
|
||||
color += texture2D(image, uv) * 0.2270270270;
|
||||
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
|
||||
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
|
||||
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
|
||||
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
|
||||
return color;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
|
||||
if (flip == 1.0) { uv.y = 1.0 - uv.y; }
|
||||
|
||||
vec4 inColor = blur(u_texture, uv, iResolution.xy, direction);
|
||||
vec4 selvec = getDitherredDot(inColor);
|
||||
|
||||
gl_FragColor = selvec; // quantise all four RGBA
|
||||
}
|
||||
@@ -23,9 +23,7 @@ uniform sampler2D u_texture;
|
||||
uniform sampler2D u_pattern;
|
||||
uniform ivec2 rnd = ivec2(0,0);
|
||||
|
||||
float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
vec4 quantiser = vec4(quant);
|
||||
vec4 quantiserDivider = vec4(1.0 / quant);
|
||||
uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
|
||||
vec2 boolean = vec2(0.0, 1.0);
|
||||
vec4 halfvec = vec4(0.5);
|
||||
@@ -33,12 +31,12 @@ vec4 halfvec = vec4(0.5);
|
||||
vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(quantiser * inColor + halfvec) * quantiserDivider;
|
||||
return floor(vec4(quant) * inColor + halfvec) * vec4(1.0 / quant);
|
||||
}
|
||||
|
||||
vec4 getDitherredDot(vec4 inColor) {
|
||||
vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
|
||||
return nearestColour(bayerThreshold * quantiserDivider + inColor);
|
||||
return nearestColour(bayerThreshold * vec4(1.0 / quant) + inColor);
|
||||
}
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@ uniform float parallax_size = 1.0/3.0; // 0: no parallax
|
||||
uniform float zoomInv = 1.0;
|
||||
|
||||
|
||||
float quant = 63.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
vec4 quantiser = vec4(quant);
|
||||
vec4 quantiserDivider = vec4(1.0 / quant);
|
||||
|
||||
Reference in New Issue
Block a user