mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 05:41:51 +09:00
vibrancy is applied to the world only, as it should be
This commit is contained in:
@@ -41,20 +41,6 @@ const vec4 matrixNormaliser = vec4(0.5 / 256.0);
|
||||
|
||||
const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
const mat4 rgb_to_ycocg = mat4(
|
||||
0.25, 1.0, -0.5, 0.0,
|
||||
0.5, 0.0, 1.0, 0.0,
|
||||
0.25, -1.0, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
const mat4 ycocg_to_rgb = mat4(
|
||||
1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.0, -0.5, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(quantVec * inColor) * invQuant;
|
||||
@@ -65,23 +51,9 @@ vec4 getDitherredDot(vec4 inColor) {
|
||||
return nearestColour(fma(bayerThreshold, invQuant, inColor));
|
||||
}
|
||||
|
||||
|
||||
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
|
||||
|
||||
void main(void) {
|
||||
// convert input RGB into YCoCg
|
||||
vec4 incolour = texture(u_texture, v_texCoords);
|
||||
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
|
||||
|
||||
// Do colour-grading magic
|
||||
vec4 sgn = sign(yog);
|
||||
vec4 absval = abs(yog);
|
||||
vec4 raised = pow(absval, boolean.yyyy / vibrancy);
|
||||
vec4 newColour = sgn * raised;
|
||||
|
||||
// Dither the output
|
||||
vec4 graded = ycocg_to_rgb * newColour;
|
||||
vec4 selvec = getDitherredDot(graded);
|
||||
vec4 selvec = getDitherredDot(incolour);
|
||||
vec4 outcol = fma(selvec, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
|
||||
|
||||
fragColor = outcol;
|
||||
|
||||
@@ -28,37 +28,9 @@ uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
|
||||
const vec2 boolean = vec2(0.0, 1.0);
|
||||
|
||||
const mat4 rgb_to_ycocg = mat4(
|
||||
0.25, 1.0, -0.5, 0.0,
|
||||
0.5, 0.0, 1.0, 0.0,
|
||||
0.25, -1.0, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
const mat4 ycocg_to_rgb = mat4(
|
||||
1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.0, -0.5, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
|
||||
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(void) {
|
||||
// convert input RGB into YCoCg
|
||||
vec4 incolour = texture(u_texture, v_texCoords);
|
||||
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
|
||||
|
||||
// Do colour-grading magic
|
||||
vec4 sgn = sign(yog);
|
||||
vec4 absval = abs(yog);
|
||||
vec4 raised = pow(absval, boolean.yyyy / vibrancy);
|
||||
vec4 newColour = sgn * raised;
|
||||
|
||||
// Dither the output
|
||||
vec4 graded = ycocg_to_rgb * newColour;
|
||||
fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
|
||||
fragColor = fma(incolour, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
|
||||
}
|
||||
55
src/shaders/vibrancy.frag
Normal file
55
src/shaders/vibrancy.frag
Normal file
@@ -0,0 +1,55 @@
|
||||
#version 400
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
|
||||
vec4 gammaIn(vec4 col) {
|
||||
return pow(col, vec4(2.2));
|
||||
}
|
||||
|
||||
vec4 gammaOut(vec4 col) {
|
||||
return pow(col, vec4(1.0 / 2.2));
|
||||
}
|
||||
|
||||
in vec4 v_color; // unused!
|
||||
in vec2 v_texCoords;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
const vec2 boolean = vec2(0.0, 1.0);
|
||||
|
||||
const mat4 rgb_to_ycocg = mat4(
|
||||
0.25, 1.0, -0.5, 0.0,
|
||||
0.5, 0.0, 1.0, 0.0,
|
||||
0.25, -1.0, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
const mat4 ycocg_to_rgb = mat4(
|
||||
1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.0, -0.5, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
|
||||
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(void) {
|
||||
// convert input RGB into YCoCg
|
||||
vec4 incolour = texture(u_texture, v_texCoords);
|
||||
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
|
||||
|
||||
// Do colour-grading magic
|
||||
vec4 sgn = sign(yog);
|
||||
vec4 absval = abs(yog);
|
||||
vec4 raised = pow(absval, boolean.yyyy / vibrancy);
|
||||
vec4 newColour = sgn * raised;
|
||||
|
||||
// Dither the output
|
||||
vec4 graded = ycocg_to_rgb * newColour;
|
||||
fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
|
||||
}
|
||||
Reference in New Issue
Block a user