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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-15 08:06:06 +09:00
vibrancy is applied to the world only, as it should be
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@@ -41,20 +41,6 @@ const vec4 matrixNormaliser = vec4(0.5 / 256.0);
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const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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const mat4 rgb_to_ycocg = mat4(
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0.25, 1.0, -0.5, 0.0,
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0.5, 0.0, 1.0, 0.0,
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0.25, -1.0, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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const mat4 ycocg_to_rgb = mat4(
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1.0, 1.0, 1.0, 0.0,
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0.5, 0.0, -0.5, 0.0,
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-0.5, 0.5, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantVec * inColor) * invQuant;
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@@ -65,23 +51,9 @@ vec4 getDitherredDot(vec4 inColor) {
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return nearestColour(fma(bayerThreshold, invQuant, inColor));
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}
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uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
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void main(void) {
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// convert input RGB into YCoCg
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vec4 incolour = texture(u_texture, v_texCoords);
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vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
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// Do colour-grading magic
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vec4 sgn = sign(yog);
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vec4 absval = abs(yog);
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vec4 raised = pow(absval, boolean.yyyy / vibrancy);
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vec4 newColour = sgn * raised;
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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vec4 selvec = getDitherredDot(graded);
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vec4 selvec = getDitherredDot(incolour);
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vec4 outcol = fma(selvec, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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fragColor = outcol;
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