mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-12 11:34:05 +09:00
more 'correct' dithering equation
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@@ -159,7 +159,7 @@ object PostProcessor : Disposable {
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shader.setUniformi("u_texture", 0)
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shader.setUniformi("u_texture", 0)
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shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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shader.setUniformi("u_pattern", 1)
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shader.setUniformi("u_pattern", 1)
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shader.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
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shader.setUniformf("quant", 2f)//shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
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@@ -26,7 +26,7 @@ uniform ivec2 rnd = ivec2(0,0);
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uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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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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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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vec4 matrixNormaliser = vec4(0.5 / 256.0);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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@@ -46,11 +46,11 @@ mat4 ycocg_to_rgb = mat4(
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vec4 nearestColour(vec4 inColor) {
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vec4 nearestColour(vec4 inColor) {
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return floor(vec4(quant) * inColor + halfvec) * vec4(1.0 / quant);
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return floor(vec4(quant) * inColor) * vec4(1.0 / quant);
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}
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}
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vec4 getDitherredDot(vec4 inColor) {
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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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vec4 bayerThreshold = vec4(matrixNormaliser + texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize));
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return nearestColour(bayerThreshold * vec4(1.0 / quant) + inColor);
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return nearestColour(bayerThreshold * vec4(1.0 / quant) + inColor);
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}
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}
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@@ -26,9 +26,6 @@ uniform ivec2 rnd = ivec2(0,0);
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uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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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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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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mat4 rgb_to_ycocg = mat4(
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mat4 rgb_to_ycocg = mat4(
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0.25, 1.0, -0.5, 0.0,
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0.25, 1.0, -0.5, 0.0,
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@@ -45,16 +42,6 @@ mat4 ycocg_to_rgb = mat4(
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);
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);
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vec4 nearestColour(vec4 inColor) {
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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 * vec4(1.0 / quant) + 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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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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void main(void) {
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