dither on lighting and blurring, with an option to turn them off

This commit is contained in:
minjaesong
2021-10-09 20:34:53 +09:00
parent d4f75c1bd5
commit d28698b668
10 changed files with 1000 additions and 36 deletions

View File

@@ -282,6 +282,17 @@ vec4 quantiserDivider = vec4(1.0 / quant);
vec2 boolean = vec2(0.0, 1.0);
vec4 halfvec = vec4(0.5);
vec4 nearestColour(vec4 inColor) {
return floor(quantiser * inColor + halfvec) * quantiserDivider;
}
vec4 getDitherredDot(vec4 inColor) {
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
int index = int(entry.y) * int(bayerSize) + int(entry.x);
vec4 bayerThreshold = vec4(bayerTex[index] / bayerDivider - 0.5);
return nearestColour(inColor + bayerThreshold * quantiserDivider);
}
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
@@ -290,18 +301,10 @@ vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
vec4 nearestColour(vec4 inColor) {
return floor(quantiser * inColor + halfvec) * quantiserDivider;
}
void main(void) {
// create texture coordinates based on pixelSize //
vec4 inColor = v_color * (texture2D(u_texture, v_texCoords));
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
int index = int(entry.y) * int(bayerSize) + int(entry.x);
vec4 bayerThreshold = vec4(bayerTex[index] / bayerDivider - 0.5);
vec4 selvec = nearestColour(inColor + bayerThreshold * quantiserDivider);
vec4 selvec = getDitherredDot(inColor);
gl_FragColor = selvec * boolean.yyyx + inColor * boolean.xxxy; // use quantised RGB but not the A
}

310
assets/4096_bayer_aaa1.frag Normal file
View File

@@ -0,0 +1,310 @@
/**
* Blue Noise texture created by Christoph Peters, released under CC0
* http://momentsingraphics.de/BlueNoise.html
*/
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
vec4 bayerTex[256] = vec4[](
vec4( 65, 205, 111, 82),
vec4( 0, 255, 65, 133),
vec4(134, 25, 88, 9),
vec4(185, 105, 231, 39),
vec4( 66, 161, 152, 139),
vec4( 35, 91, 170, 203),
vec4(115, 247, 78, 3),
vec4(144, 22, 193, 59),
vec4(157, 165, 156, 148),
vec4(245, 114, 131, 233),
vec4( 57, 192, 202, 132),
vec4( 15, 30, 162, 31),
vec4( 83, 217, 17, 63),
vec4( 39, 147, 189, 214),
vec4(129, 71, 168, 106),
vec4(243, 135, 1, 195),
vec4( 75, 173, 213, 232),
vec4(233, 122, 175, 161),
vec4(203, 142, 26, 213),
vec4( 21, 234, 118, 251),
vec4( 86, 1, 7, 70),
vec4(162, 218, 222, 113),
vec4(249, 150, 105, 244),
vec4( 49, 186, 51, 124),
vec4( 11, 41, 229, 183),
vec4( 90, 65, 4, 22),
vec4(186, 252, 43, 115),
vec4(165, 131, 141, 166),
vec4(202, 53, 221, 239),
vec4(228, 20, 69, 1),
vec4(173, 226, 230, 123),
vec4( 29, 39, 130, 43),
vec4(124, 15, 251, 28),
vec4( 98, 216, 79, 90),
vec4(145, 47, 137, 53),
vec4(225, 198, 203, 197),
vec4( 54, 60, 190, 25),
vec4(130, 133, 38, 172),
vec4(218, 75, 143, 46),
vec4(105, 124, 243, 97),
vec4(201, 227, 115, 218),
vec4(123, 84, 81, 68),
vec4( 32, 4, 97, 207),
vec4(133, 179, 254, 84),
vec4( 99, 79, 55, 50),
vec4( 9, 160, 119, 184),
vec4(108, 189, 92, 141),
vec4(194, 86, 47, 246),
vec4( 48, 111, 185, 67),
vec4(170, 157, 14, 147),
vec4( 12, 70, 54, 122),
vec4(110, 98, 235, 105),
vec4(197, 180, 70, 155),
vec4(177, 31, 94, 85),
vec4( 4, 239, 21, 224),
vec4( 78, 14, 167, 30),
vec4(172, 106, 183, 162),
vec4(234, 209, 212, 6),
vec4(221, 144, 151, 254),
vec4( 73, 235, 178, 103),
vec4(250, 101, 23, 151),
vec4( 60, 119, 205, 221),
vec4(156, 248, 154, 13),
vec4(217, 59, 31, 168),
vec4(238, 238, 144, 209),
vec4( 37, 177, 223, 227),
vec4(154, 11, 165, 182),
vec4(254, 249, 108, 5),
vec4( 74, 164, 153, 238),
vec4( 30, 112, 253, 128),
vec4(239, 201, 126, 190),
vec4(139, 49, 59, 145),
vec4( 63, 172, 11, 78),
vec4( 20, 156, 32, 200),
vec4( 46, 27, 72, 135),
vec4(148, 44, 107, 38),
vec4(180, 196, 192, 193),
vec4( 24, 9, 6, 72),
vec4(140, 208, 242, 96),
vec4( 84, 138, 102, 114),
vec4(182, 34, 199, 19),
vec4( 64, 81, 122, 45),
vec4(208, 128, 91, 79),
vec4( 92, 211, 28, 36),
vec4(122, 23, 44, 212),
vec4( 44, 83, 187, 58),
vec4(190, 139, 216, 11),
vec4( 96, 223, 85, 241),
vec4(159, 92, 198, 117),
vec4(113, 58, 232, 55),
vec4(193, 129, 136, 173),
vec4( 85, 215, 238, 15),
vec4(211, 69, 62, 125),
vec4(118, 166, 129, 243),
vec4(242, 26, 172, 54),
vec4( 6, 95, 73, 179),
vec4(106, 224, 57, 129),
vec4(127, 199, 8, 252),
vec4(227, 145, 247, 164),
vec4( 18, 43, 209, 201),
vec4(168, 229, 173, 137),
vec4(150, 154, 0, 71),
vec4(216, 67, 140, 177),
vec4( 14, 3, 104, 102),
vec4(206, 194, 160, 41),
vec4(252, 245, 121, 229),
vec4(128, 181, 41, 93),
vec4( 1, 110, 164, 236),
vec4(166, 241, 25, 160),
vec4( 40, 149, 86, 29),
vec4( 70, 50, 225, 204),
vec4(198, 183, 40, 143),
vec4(163, 64, 159, 231),
vec4( 26, 2, 179, 104),
vec4( 79, 115, 133, 91),
vec4(188, 56, 63, 23),
vec4( 58, 97, 116, 112),
vec4(246, 187, 77, 247),
vec4(114, 254, 226, 158),
vec4( 82, 37, 50, 18),
vec4( 53, 120, 249, 205),
vec4( 33, 78, 19, 150),
vec4(224, 13, 95, 186),
vec4(103, 36, 219, 64),
vec4( 55, 87, 197, 110),
vec4(230, 127, 147, 216),
vec4( 95, 213, 114, 87),
vec4(137, 108, 208, 2),
vec4(251, 236, 233, 192),
vec4( 50, 169, 20, 57),
vec4(204, 193, 84, 153),
vec4(142, 242, 149, 188),
vec4(101, 125, 240, 225),
vec4( 8, 19, 36, 48),
vec4(132, 176, 194, 86),
vec4(232, 103, 15, 215),
vec4(181, 162, 67, 121),
vec4(143, 220, 206, 26),
vec4( 69, 140, 180, 80),
vec4(171, 171, 74, 7),
vec4(189, 230, 52, 140),
vec4(149, 6, 250, 42),
vec4(215, 77, 13, 175),
vec4( 16, 155, 98, 74),
vec4(176, 136, 68, 34),
vec4(116, 21, 195, 217),
vec4(241, 88, 48, 14),
vec4( 38, 33, 220, 66),
vec4(222, 210, 182, 171),
vec4(175, 76, 96, 32),
vec4( 71, 134, 155, 131),
vec4( 41, 54, 127, 185),
vec4(158, 206, 171, 61),
vec4( 91, 24, 145, 248),
vec4( 22, 99, 112, 167),
vec4(244, 202, 2, 222),
vec4( 10, 62, 125, 196),
vec4(121, 188, 184, 250),
vec4( 34, 253, 35, 120),
vec4( 88, 40, 139, 157),
vec4(152, 102, 106, 107),
vec4( 68, 72, 255, 134),
vec4( 2, 219, 123, 240),
vec4(160, 151, 30, 118),
vec4( 89, 163, 10, 146),
vec4(210, 8, 109, 99),
vec4( 27, 222, 236, 230),
vec4(196, 237, 214, 0),
vec4(120, 148, 87, 144),
vec4(219, 68, 37, 108),
vec4(199, 250, 246, 49),
vec4(111, 48, 228, 130),
vec4( 80, 132, 158, 98),
vec4(236, 116, 83, 60),
vec4( 61, 18, 215, 24),
vec4(192, 175, 169, 237),
vec4(231, 52, 5, 181),
vec4( 97, 244, 157, 47),
vec4(187, 184, 90, 81),
vec4(126, 109, 204, 208),
vec4( 51, 61, 142, 10),
vec4(109, 190, 53, 255),
vec4(147, 117, 71, 73),
vec4(240, 42, 24, 199),
vec4( 3, 89, 188, 89),
vec4( 59, 10, 58, 234),
vec4(135, 182, 101, 33),
vec4( 47, 158, 135, 211),
vec4(155, 29, 27, 12),
vec4(207, 93, 64, 149),
vec4(131, 221, 239, 88),
vec4( 42, 207, 45, 202),
vec4( 13, 123, 132, 4),
vec4(138, 7, 227, 165),
vec4(200, 141, 60, 95),
vec4(226, 45, 174, 194),
vec4( 19, 251, 244, 40),
vec4(253, 96, 163, 178),
vec4(183, 28, 201, 52),
vec4( 77, 197, 120, 163),
vec4(104, 168, 224, 20),
vec4(164, 126, 12, 180),
vec4(248, 107, 166, 154),
vec4(179, 225, 196, 76),
vec4( 28, 195, 207, 189),
vec4(100, 143, 93, 170),
vec4(167, 82, 117, 228),
vec4(220, 159, 191, 69),
vec4(112, 32, 75, 142),
vec4( 56, 200, 210, 245),
vec4( 31, 85, 34, 27),
vec4( 81, 16, 113, 152),
vec4(169, 130, 80, 219),
vec4( 62, 231, 3, 127),
vec4(136, 146, 134, 109),
vec4( 45, 80, 42, 136),
vec4(205, 243, 148, 210),
vec4( 17, 214, 237, 65),
vec4( 87, 38, 76, 119),
vec4(223, 73, 49, 242),
vec4( 67, 246, 9, 51),
vec4( 5, 0, 150, 111),
vec4(255, 63, 176, 37),
vec4( 76, 233, 22, 126),
vec4(146, 113, 100, 56),
vec4(214, 153, 146, 223),
vec4(247, 228, 16, 116),
vec4(119, 170, 186, 62),
vec4(153, 212, 217, 77),
vec4( 7, 66, 99, 16),
vec4( 94, 178, 252, 226),
vec4(229, 5, 177, 35),
vec4(174, 137, 89, 249),
vec4(125, 57, 110, 101),
vec4( 36, 17, 181, 8),
vec4(141, 174, 124, 220),
vec4(195, 121, 218, 138),
vec4(117, 46, 234, 17),
vec4(184, 167, 56, 253),
vec4( 23, 185, 248, 206),
vec4(161, 94, 200, 21),
vec4(178, 55, 161, 100),
vec4( 43, 74, 241, 187),
vec4(102, 191, 46, 169),
vec4(235, 35, 128, 235),
vec4(209, 118, 61, 94),
vec4(191, 51, 29, 159),
vec4( 25, 204, 211, 191),
vec4( 72, 100, 18, 83),
vec4(213, 232, 66, 44),
vec4(107, 152, 245, 174),
vec4(237, 90, 33, 198),
vec4(151, 203, 103, 92),
vec4( 52, 104, 82, 156),
vec4(212, 240, 138, 75),
vec4( 93, 12, 39, 176)
);
float bayerSize = 16.0;
float bayerDivider = bayerSize * bayerSize;
float quant = 63.0; // 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);
vec4 nearestColour(vec4 inColor) {
return floor(quantiser * inColor + halfvec) * quantiserDivider;
}
vec4 getDitherredDot(vec4 inColor) {
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
int index = int(entry.y) * int(bayerSize) + int(entry.x);
vec4 bayerThreshold = vec4(bayerTex[index] / bayerDivider - 0.5);
return nearestColour(inColor + bayerThreshold * quantiserDivider);
}
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
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
}

310
assets/4096_bayer_rgb1.frag Normal file
View File

@@ -0,0 +1,310 @@
/**
* Blue Noise texture created by Christoph Peters, released under CC0
* http://momentsingraphics.de/BlueNoise.html
*/
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
vec4 bayerTex[256] = vec4[](
vec4(111, 82, 65, 205),
vec4( 65, 133, 0, 255),
vec4( 88, 9, 134, 25),
vec4(231, 39, 185, 105),
vec4(152, 139, 66, 161),
vec4(170, 203, 35, 91),
vec4( 78, 3, 115, 247),
vec4(193, 59, 144, 22),
vec4(156, 148, 157, 165),
vec4(131, 233, 245, 114),
vec4(202, 132, 57, 192),
vec4(162, 31, 15, 30),
vec4( 17, 63, 83, 217),
vec4(189, 214, 39, 147),
vec4(168, 106, 129, 71),
vec4( 1, 195, 243, 135),
vec4(213, 232, 75, 173),
vec4(175, 161, 233, 122),
vec4( 26, 213, 203, 142),
vec4(118, 251, 21, 234),
vec4( 7, 70, 86, 1),
vec4(222, 113, 162, 218),
vec4(105, 244, 249, 150),
vec4( 51, 124, 49, 186),
vec4(229, 183, 11, 41),
vec4( 4, 22, 90, 65),
vec4( 43, 115, 186, 252),
vec4(141, 166, 165, 131),
vec4(221, 239, 202, 53),
vec4( 69, 1, 228, 20),
vec4(230, 123, 173, 226),
vec4(130, 43, 29, 39),
vec4(251, 28, 124, 15),
vec4( 79, 90, 98, 216),
vec4(137, 53, 145, 47),
vec4(203, 197, 225, 198),
vec4(190, 25, 54, 60),
vec4( 38, 172, 130, 133),
vec4(143, 46, 218, 75),
vec4(243, 97, 105, 124),
vec4(115, 218, 201, 227),
vec4( 81, 68, 123, 84),
vec4( 97, 207, 32, 4),
vec4(254, 84, 133, 179),
vec4( 55, 50, 99, 79),
vec4(119, 184, 9, 160),
vec4( 92, 141, 108, 189),
vec4( 47, 246, 194, 86),
vec4(185, 67, 48, 111),
vec4( 14, 147, 170, 157),
vec4( 54, 122, 12, 70),
vec4(235, 105, 110, 98),
vec4( 70, 155, 197, 180),
vec4( 94, 85, 177, 31),
vec4( 21, 224, 4, 239),
vec4(167, 30, 78, 14),
vec4(183, 162, 172, 106),
vec4(212, 6, 234, 209),
vec4(151, 254, 221, 144),
vec4(178, 103, 73, 235),
vec4( 23, 151, 250, 101),
vec4(205, 221, 60, 119),
vec4(154, 13, 156, 248),
vec4( 31, 168, 217, 59),
vec4(144, 209, 238, 238),
vec4(223, 227, 37, 177),
vec4(165, 182, 154, 11),
vec4(108, 5, 254, 249),
vec4(153, 238, 74, 164),
vec4(253, 128, 30, 112),
vec4(126, 190, 239, 201),
vec4( 59, 145, 139, 49),
vec4( 11, 78, 63, 172),
vec4( 32, 200, 20, 156),
vec4( 72, 135, 46, 27),
vec4(107, 38, 148, 44),
vec4(192, 193, 180, 196),
vec4( 6, 72, 24, 9),
vec4(242, 96, 140, 208),
vec4(102, 114, 84, 138),
vec4(199, 19, 182, 34),
vec4(122, 45, 64, 81),
vec4( 91, 79, 208, 128),
vec4( 28, 36, 92, 211),
vec4( 44, 212, 122, 23),
vec4(187, 58, 44, 83),
vec4(216, 11, 190, 139),
vec4( 85, 241, 96, 223),
vec4(198, 117, 159, 92),
vec4(232, 55, 113, 58),
vec4(136, 173, 193, 129),
vec4(238, 15, 85, 215),
vec4( 62, 125, 211, 69),
vec4(129, 243, 118, 166),
vec4(172, 54, 242, 26),
vec4( 73, 179, 6, 95),
vec4( 57, 129, 106, 224),
vec4( 8, 252, 127, 199),
vec4(247, 164, 227, 145),
vec4(209, 201, 18, 43),
vec4(173, 137, 168, 229),
vec4( 0, 71, 150, 154),
vec4(140, 177, 216, 67),
vec4(104, 102, 14, 3),
vec4(160, 41, 206, 194),
vec4(121, 229, 252, 245),
vec4( 41, 93, 128, 181),
vec4(164, 236, 1, 110),
vec4( 25, 160, 166, 241),
vec4( 86, 29, 40, 149),
vec4(225, 204, 70, 50),
vec4( 40, 143, 198, 183),
vec4(159, 231, 163, 64),
vec4(179, 104, 26, 2),
vec4(133, 91, 79, 115),
vec4( 63, 23, 188, 56),
vec4(116, 112, 58, 97),
vec4( 77, 247, 246, 187),
vec4(226, 158, 114, 254),
vec4( 50, 18, 82, 37),
vec4(249, 205, 53, 120),
vec4( 19, 150, 33, 78),
vec4( 95, 186, 224, 13),
vec4(219, 64, 103, 36),
vec4(197, 110, 55, 87),
vec4(147, 216, 230, 127),
vec4(114, 87, 95, 213),
vec4(208, 2, 137, 108),
vec4(233, 192, 251, 236),
vec4( 20, 57, 50, 169),
vec4( 84, 153, 204, 193),
vec4(149, 188, 142, 242),
vec4(240, 225, 101, 125),
vec4( 36, 48, 8, 19),
vec4(194, 86, 132, 176),
vec4( 15, 215, 232, 103),
vec4( 67, 121, 181, 162),
vec4(206, 26, 143, 220),
vec4(180, 80, 69, 140),
vec4( 74, 7, 171, 171),
vec4( 52, 140, 189, 230),
vec4(250, 42, 149, 6),
vec4( 13, 175, 215, 77),
vec4( 98, 74, 16, 155),
vec4( 68, 34, 176, 136),
vec4(195, 217, 116, 21),
vec4( 48, 14, 241, 88),
vec4(220, 66, 38, 33),
vec4(182, 171, 222, 210),
vec4( 96, 32, 175, 76),
vec4(155, 131, 71, 134),
vec4(127, 185, 41, 54),
vec4(171, 61, 158, 206),
vec4(145, 248, 91, 24),
vec4(112, 167, 22, 99),
vec4( 2, 222, 244, 202),
vec4(125, 196, 10, 62),
vec4(184, 250, 121, 188),
vec4( 35, 120, 34, 253),
vec4(139, 157, 88, 40),
vec4(106, 107, 152, 102),
vec4(255, 134, 68, 72),
vec4(123, 240, 2, 219),
vec4( 30, 118, 160, 151),
vec4( 10, 146, 89, 163),
vec4(109, 99, 210, 8),
vec4(236, 230, 27, 222),
vec4(214, 0, 196, 237),
vec4( 87, 144, 120, 148),
vec4( 37, 108, 219, 68),
vec4(246, 49, 199, 250),
vec4(228, 130, 111, 48),
vec4(158, 98, 80, 132),
vec4( 83, 60, 236, 116),
vec4(215, 24, 61, 18),
vec4(169, 237, 192, 175),
vec4( 5, 181, 231, 52),
vec4(157, 47, 97, 244),
vec4( 90, 81, 187, 184),
vec4(204, 208, 126, 109),
vec4(142, 10, 51, 61),
vec4( 53, 255, 109, 190),
vec4( 71, 73, 147, 117),
vec4( 24, 199, 240, 42),
vec4(188, 89, 3, 89),
vec4( 58, 234, 59, 10),
vec4(101, 33, 135, 182),
vec4(135, 211, 47, 158),
vec4( 27, 12, 155, 29),
vec4( 64, 149, 207, 93),
vec4(239, 88, 131, 221),
vec4( 45, 202, 42, 207),
vec4(132, 4, 13, 123),
vec4(227, 165, 138, 7),
vec4( 60, 95, 200, 141),
vec4(174, 194, 226, 45),
vec4(244, 40, 19, 251),
vec4(163, 178, 253, 96),
vec4(201, 52, 183, 28),
vec4(120, 163, 77, 197),
vec4(224, 20, 104, 168),
vec4( 12, 180, 164, 126),
vec4(166, 154, 248, 107),
vec4(196, 76, 179, 225),
vec4(207, 189, 28, 195),
vec4( 93, 170, 100, 143),
vec4(117, 228, 167, 82),
vec4(191, 69, 220, 159),
vec4( 75, 142, 112, 32),
vec4(210, 245, 56, 200),
vec4( 34, 27, 31, 85),
vec4(113, 152, 81, 16),
vec4( 80, 219, 169, 130),
vec4( 3, 127, 62, 231),
vec4(134, 109, 136, 146),
vec4( 42, 136, 45, 80),
vec4(148, 210, 205, 243),
vec4(237, 65, 17, 214),
vec4( 76, 119, 87, 38),
vec4( 49, 242, 223, 73),
vec4( 9, 51, 67, 246),
vec4(150, 111, 5, 0),
vec4(176, 37, 255, 63),
vec4( 22, 126, 76, 233),
vec4(100, 56, 146, 113),
vec4(146, 223, 214, 153),
vec4( 16, 116, 247, 228),
vec4(186, 62, 119, 170),
vec4(217, 77, 153, 212),
vec4( 99, 16, 7, 66),
vec4(252, 226, 94, 178),
vec4(177, 35, 229, 5),
vec4( 89, 249, 174, 137),
vec4(110, 101, 125, 57),
vec4(181, 8, 36, 17),
vec4(124, 220, 141, 174),
vec4(218, 138, 195, 121),
vec4(234, 17, 117, 46),
vec4( 56, 253, 184, 167),
vec4(248, 206, 23, 185),
vec4(200, 21, 161, 94),
vec4(161, 100, 178, 55),
vec4(241, 187, 43, 74),
vec4( 46, 169, 102, 191),
vec4(128, 235, 235, 35),
vec4( 61, 94, 209, 118),
vec4( 29, 159, 191, 51),
vec4(211, 191, 25, 204),
vec4( 18, 83, 72, 100),
vec4( 66, 44, 213, 232),
vec4(245, 174, 107, 152),
vec4( 33, 198, 237, 90),
vec4(103, 92, 151, 203),
vec4( 82, 156, 52, 104),
vec4(138, 75, 212, 240),
vec4( 39, 176, 93, 12)
);
float bayerSize = 16.0;
float bayerDivider = bayerSize * bayerSize;
float quant = 63.0; // 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);
vec4 nearestColour(vec4 inColor) {
return floor(quantiser * inColor + halfvec) * quantiserDivider;
}
vec4 getDitherredDot(vec4 inColor) {
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
int index = int(entry.y) * int(bayerSize) + int(entry.x);
vec4 bayerThreshold = vec4(bayerTex[index] / bayerDivider - 0.5);
return nearestColour(inColor + bayerThreshold * quantiserDivider);
}
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
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
}

View File

@@ -2,7 +2,8 @@ varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
void main(void) {
vec3 alpha = texture2D(u_texture, v_texCoords).aaa;
gl_FragColor = vec4(alpha, 1.0);
gl_FragColor = texture2D(u_texture, v_texCoords).aaaa * boolean.yyyx + boolean.xxxy;
}

315
assets/blur_dither.frag Normal file
View File

@@ -0,0 +1,315 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
vec4 bayerTex[256] = vec4[](
vec4( 82, 65, 205, 111),
vec4(133, 0, 255, 65),
vec4( 9, 134, 25, 88),
vec4( 39, 185, 105, 231),
vec4(139, 66, 161, 152),
vec4(203, 35, 91, 170),
vec4( 3, 115, 247, 78),
vec4( 59, 144, 22, 193),
vec4(148, 157, 165, 156),
vec4(233, 245, 114, 131),
vec4(132, 57, 192, 202),
vec4( 31, 15, 30, 162),
vec4( 63, 83, 217, 17),
vec4(214, 39, 147, 189),
vec4(106, 129, 71, 168),
vec4(195, 243, 135, 1),
vec4(232, 75, 173, 213),
vec4(161, 233, 122, 175),
vec4(213, 203, 142, 26),
vec4(251, 21, 234, 118),
vec4( 70, 86, 1, 7),
vec4(113, 162, 218, 222),
vec4(244, 249, 150, 105),
vec4(124, 49, 186, 51),
vec4(183, 11, 41, 229),
vec4( 22, 90, 65, 4),
vec4(115, 186, 252, 43),
vec4(166, 165, 131, 141),
vec4(239, 202, 53, 221),
vec4( 1, 228, 20, 69),
vec4(123, 173, 226, 230),
vec4( 43, 29, 39, 130),
vec4( 28, 124, 15, 251),
vec4( 90, 98, 216, 79),
vec4( 53, 145, 47, 137),
vec4(197, 225, 198, 203),
vec4( 25, 54, 60, 190),
vec4(172, 130, 133, 38),
vec4( 46, 218, 75, 143),
vec4( 97, 105, 124, 243),
vec4(218, 201, 227, 115),
vec4( 68, 123, 84, 81),
vec4(207, 32, 4, 97),
vec4( 84, 133, 179, 254),
vec4( 50, 99, 79, 55),
vec4(184, 9, 160, 119),
vec4(141, 108, 189, 92),
vec4(246, 194, 86, 47),
vec4( 67, 48, 111, 185),
vec4(147, 170, 157, 14),
vec4(122, 12, 70, 54),
vec4(105, 110, 98, 235),
vec4(155, 197, 180, 70),
vec4( 85, 177, 31, 94),
vec4(224, 4, 239, 21),
vec4( 30, 78, 14, 167),
vec4(162, 172, 106, 183),
vec4( 6, 234, 209, 212),
vec4(254, 221, 144, 151),
vec4(103, 73, 235, 178),
vec4(151, 250, 101, 23),
vec4(221, 60, 119, 205),
vec4( 13, 156, 248, 154),
vec4(168, 217, 59, 31),
vec4(209, 238, 238, 144),
vec4(227, 37, 177, 223),
vec4(182, 154, 11, 165),
vec4( 5, 254, 249, 108),
vec4(238, 74, 164, 153),
vec4(128, 30, 112, 253),
vec4(190, 239, 201, 126),
vec4(145, 139, 49, 59),
vec4( 78, 63, 172, 11),
vec4(200, 20, 156, 32),
vec4(135, 46, 27, 72),
vec4( 38, 148, 44, 107),
vec4(193, 180, 196, 192),
vec4( 72, 24, 9, 6),
vec4( 96, 140, 208, 242),
vec4(114, 84, 138, 102),
vec4( 19, 182, 34, 199),
vec4( 45, 64, 81, 122),
vec4( 79, 208, 128, 91),
vec4( 36, 92, 211, 28),
vec4(212, 122, 23, 44),
vec4( 58, 44, 83, 187),
vec4( 11, 190, 139, 216),
vec4(241, 96, 223, 85),
vec4(117, 159, 92, 198),
vec4( 55, 113, 58, 232),
vec4(173, 193, 129, 136),
vec4( 15, 85, 215, 238),
vec4(125, 211, 69, 62),
vec4(243, 118, 166, 129),
vec4( 54, 242, 26, 172),
vec4(179, 6, 95, 73),
vec4(129, 106, 224, 57),
vec4(252, 127, 199, 8),
vec4(164, 227, 145, 247),
vec4(201, 18, 43, 209),
vec4(137, 168, 229, 173),
vec4( 71, 150, 154, 0),
vec4(177, 216, 67, 140),
vec4(102, 14, 3, 104),
vec4( 41, 206, 194, 160),
vec4(229, 252, 245, 121),
vec4( 93, 128, 181, 41),
vec4(236, 1, 110, 164),
vec4(160, 166, 241, 25),
vec4( 29, 40, 149, 86),
vec4(204, 70, 50, 225),
vec4(143, 198, 183, 40),
vec4(231, 163, 64, 159),
vec4(104, 26, 2, 179),
vec4( 91, 79, 115, 133),
vec4( 23, 188, 56, 63),
vec4(112, 58, 97, 116),
vec4(247, 246, 187, 77),
vec4(158, 114, 254, 226),
vec4( 18, 82, 37, 50),
vec4(205, 53, 120, 249),
vec4(150, 33, 78, 19),
vec4(186, 224, 13, 95),
vec4( 64, 103, 36, 219),
vec4(110, 55, 87, 197),
vec4(216, 230, 127, 147),
vec4( 87, 95, 213, 114),
vec4( 2, 137, 108, 208),
vec4(192, 251, 236, 233),
vec4( 57, 50, 169, 20),
vec4(153, 204, 193, 84),
vec4(188, 142, 242, 149),
vec4(225, 101, 125, 240),
vec4( 48, 8, 19, 36),
vec4( 86, 132, 176, 194),
vec4(215, 232, 103, 15),
vec4(121, 181, 162, 67),
vec4( 26, 143, 220, 206),
vec4( 80, 69, 140, 180),
vec4( 7, 171, 171, 74),
vec4(140, 189, 230, 52),
vec4( 42, 149, 6, 250),
vec4(175, 215, 77, 13),
vec4( 74, 16, 155, 98),
vec4( 34, 176, 136, 68),
vec4(217, 116, 21, 195),
vec4( 14, 241, 88, 48),
vec4( 66, 38, 33, 220),
vec4(171, 222, 210, 182),
vec4( 32, 175, 76, 96),
vec4(131, 71, 134, 155),
vec4(185, 41, 54, 127),
vec4( 61, 158, 206, 171),
vec4(248, 91, 24, 145),
vec4(167, 22, 99, 112),
vec4(222, 244, 202, 2),
vec4(196, 10, 62, 125),
vec4(250, 121, 188, 184),
vec4(120, 34, 253, 35),
vec4(157, 88, 40, 139),
vec4(107, 152, 102, 106),
vec4(134, 68, 72, 255),
vec4(240, 2, 219, 123),
vec4(118, 160, 151, 30),
vec4(146, 89, 163, 10),
vec4( 99, 210, 8, 109),
vec4(230, 27, 222, 236),
vec4( 0, 196, 237, 214),
vec4(144, 120, 148, 87),
vec4(108, 219, 68, 37),
vec4( 49, 199, 250, 246),
vec4(130, 111, 48, 228),
vec4( 98, 80, 132, 158),
vec4( 60, 236, 116, 83),
vec4( 24, 61, 18, 215),
vec4(237, 192, 175, 169),
vec4(181, 231, 52, 5),
vec4( 47, 97, 244, 157),
vec4( 81, 187, 184, 90),
vec4(208, 126, 109, 204),
vec4( 10, 51, 61, 142),
vec4(255, 109, 190, 53),
vec4( 73, 147, 117, 71),
vec4(199, 240, 42, 24),
vec4( 89, 3, 89, 188),
vec4(234, 59, 10, 58),
vec4( 33, 135, 182, 101),
vec4(211, 47, 158, 135),
vec4( 12, 155, 29, 27),
vec4(149, 207, 93, 64),
vec4( 88, 131, 221, 239),
vec4(202, 42, 207, 45),
vec4( 4, 13, 123, 132),
vec4(165, 138, 7, 227),
vec4( 95, 200, 141, 60),
vec4(194, 226, 45, 174),
vec4( 40, 19, 251, 244),
vec4(178, 253, 96, 163),
vec4( 52, 183, 28, 201),
vec4(163, 77, 197, 120),
vec4( 20, 104, 168, 224),
vec4(180, 164, 126, 12),
vec4(154, 248, 107, 166),
vec4( 76, 179, 225, 196),
vec4(189, 28, 195, 207),
vec4(170, 100, 143, 93),
vec4(228, 167, 82, 117),
vec4( 69, 220, 159, 191),
vec4(142, 112, 32, 75),
vec4(245, 56, 200, 210),
vec4( 27, 31, 85, 34),
vec4(152, 81, 16, 113),
vec4(219, 169, 130, 80),
vec4(127, 62, 231, 3),
vec4(109, 136, 146, 134),
vec4(136, 45, 80, 42),
vec4(210, 205, 243, 148),
vec4( 65, 17, 214, 237),
vec4(119, 87, 38, 76),
vec4(242, 223, 73, 49),
vec4( 51, 67, 246, 9),
vec4(111, 5, 0, 150),
vec4( 37, 255, 63, 176),
vec4(126, 76, 233, 22),
vec4( 56, 146, 113, 100),
vec4(223, 214, 153, 146),
vec4(116, 247, 228, 16),
vec4( 62, 119, 170, 186),
vec4( 77, 153, 212, 217),
vec4( 16, 7, 66, 99),
vec4(226, 94, 178, 252),
vec4( 35, 229, 5, 177),
vec4(249, 174, 137, 89),
vec4(101, 125, 57, 110),
vec4( 8, 36, 17, 181),
vec4(220, 141, 174, 124),
vec4(138, 195, 121, 218),
vec4( 17, 117, 46, 234),
vec4(253, 184, 167, 56),
vec4(206, 23, 185, 248),
vec4( 21, 161, 94, 200),
vec4(100, 178, 55, 161),
vec4(187, 43, 74, 241),
vec4(169, 102, 191, 46),
vec4(235, 235, 35, 128),
vec4( 94, 209, 118, 61),
vec4(159, 191, 51, 29),
vec4(191, 25, 204, 211),
vec4( 83, 72, 100, 18),
vec4( 44, 213, 232, 66),
vec4(174, 107, 152, 245),
vec4(198, 237, 90, 33),
vec4( 92, 151, 203, 103),
vec4(156, 52, 104, 82),
vec4( 75, 212, 240, 138),
vec4(176, 93, 12, 39)
);
float bayerSize = 16.0;
float bayerDivider = bayerSize * bayerSize;
float quant = 63.0; // 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);
vec4 nearestColour(vec4 inColor) {
return floor(quantiser * inColor + halfvec) * quantiserDivider;
}
vec4 getDitherredDot(vec4 inColor) {
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
int index = int(entry.y) * int(bayerSize) + int(entry.x);
vec4 bayerThreshold = vec4(bayerTex[index] / bayerDivider - 0.5);
return nearestColour(inColor + bayerThreshold * quantiserDivider);
}
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 * boolean.yyyx + inColor * boolean.xxxy; // use quantised RGB but not the A
}

View File

@@ -2,7 +2,8 @@ varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
void main(void) {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
gl_FragColor = vec4(color, 1.0);
gl_FragColor = texture2D(u_texture, v_texCoords).rgba * boolean.yyyx + boolean.xxxy;
}

View File

@@ -55,8 +55,6 @@ class UIFakeBlurOverlay(val blurRadius: Float, val nodarken: Boolean) : UICanvas
override var openCloseTime: Second = 0f
private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
private val darken = Color(0.5f, 0.5f, 0.5f, 1f)
override fun updateUI(delta: Float) {}
@@ -79,6 +77,5 @@ class UIFakeBlurOverlay(val blurRadius: Float, val nodarken: Boolean) : UICanvas
override fun endOpening(delta: Float) {}
override fun endClosing(delta: Float) {}
override fun dispose() {
shaderBlur.dispose()
}
}

View File

@@ -17,7 +17,6 @@ import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameparticles.ParticleBase
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.worlddrawer.BlocksDrawer
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
@@ -30,6 +29,11 @@ import kotlin.system.exitProcess
* This will be rendered to a postprocessor FBO.
*
* For the entire render path, see AppLoader.
*
* NOTE: config "fx_dither" only controls the skybox (which is capable of having more than 256 colours
* thanks to the hardware linear intp.) because this dithering shader is somewhat heavy.
*
* Actors' transparency (and not an UI) still uses its own lightweight ditherrer
*/
object IngameRenderer : Disposable {
/** for non-private use, use with care! */
@@ -53,12 +57,26 @@ object IngameRenderer : Disposable {
// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
inline fun isDither() = App.getConfigBoolean("fx_dither")
val shaderBlur: ShaderProgram
val shaderBayer: ShaderProgram
val shaderBlendGlow: ShaderProgram
get() = if (isDither()) shaderBlurDither else shaderBlurRaw
val shaderRGBOnly: ShaderProgram
get() = if (isDither()) shaderRGBOnlyDither else shaderRGBOnlyRaw
val shaderAtoGrey: ShaderProgram
get() = if (isDither()) shaderAtoGreyDither else shaderAtoGreyRaw
val shaderBlurDither: ShaderProgram
val shaderBlurRaw: ShaderProgram
val shaderRGBOnlyDither: ShaderProgram
val shaderRGBOnlyRaw: ShaderProgram
val shaderAtoGreyDither: ShaderProgram
val shaderAtoGreyRaw: ShaderProgram
val shaderBayer: ShaderProgram
val shaderPassthru = SpriteBatch.createDefaultShader()
val shaderBlendGlow: ShaderProgram
val shaderAlphaDither: ShaderProgram
private val WIDTH = App.scr.width
@@ -70,9 +88,7 @@ object IngameRenderer : Disposable {
private var player: ActorWithBody? = null
var uiListToDraw: List<UICanvas?> = arrayListOf()
const val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
const val lightmapDownsample = 1f//4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
private var debugMode = 0
@@ -92,14 +108,18 @@ object IngameRenderer : Disposable {
// these codes will run regardless of the invocation of the "initialise()" function
// the "initialise()" function will also be called
init {
shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
shaderBlurDither = App.loadShaderFromFile("assets/blur.vert", "assets/blur_dither.frag")
shaderRGBOnlyDither = App.loadShaderFromFile("assets/4096.vert", "assets/4096_bayer_rgb1.frag")
shaderAtoGreyDither = App.loadShaderFromFile("assets/4096.vert", "assets/4096_bayer_aaa1.frag")
shaderBlurRaw = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
shaderRGBOnlyRaw = App.loadShaderFromFile("assets/4096.vert", "assets/rgbonly.frag")
shaderAtoGreyRaw = App.loadShaderFromFile("assets/4096.vert", "assets/aonly.frag")
shaderBayer = App.loadShaderFromFile("assets/4096.vert", "assets/4096_bayer.frag") // always load the shader regardless of config because the config may cange
shaderAlphaDither = App.loadShaderFromFile("assets/4096.vert", "assets/alphadither.frag")
shaderBlendGlow = App.loadShaderFromFile("assets/blendGlow.vert", "assets/blendGlow.frag")
shaderRGBOnly = App.loadShaderFromFile("assets/4096.vert", "assets/rgbonly.frag")
shaderAtoGrey = App.loadShaderFromFile("assets/4096.vert", "assets/aonly.frag")
if (!shaderBlendGlow.isCompiled) {
@@ -108,7 +128,7 @@ object IngameRenderer : Disposable {
}
if (App.getConfigBoolean("fx_dither")) {
if (isDither()) {
if (!shaderBayer.isCompiled) {
Gdx.app.log("shaderBayer", shaderBayer.log)
exitProcess(1)
@@ -402,7 +422,7 @@ object IngameRenderer : Disposable {
fboRGB.inAction(camera, batch) {
batch.inUse {
batch.shader = null
batch.shader = shaderAlphaDither
batch.color = Color.WHITE
}
@@ -421,7 +441,7 @@ object IngameRenderer : Disposable {
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, false)
batch.shader = null
batch.shader = shaderAlphaDither
batch.inUse {
/////////////////
// draw actors //
@@ -498,7 +518,7 @@ object IngameRenderer : Disposable {
fboA.inAction(camera, batch) {
batch.inUse {
batch.shader = null
batch.shader = shaderAlphaDither
batch.color = Color.WHITE
}
@@ -566,7 +586,7 @@ object IngameRenderer : Disposable {
fboRGB_lightMixed.inAction(camera, batch) {
batch.inUse {
batch.shader = null
batch.shader = shaderAlphaDither
batch.color = Color.WHITE
}
@@ -746,11 +766,16 @@ object IngameRenderer : Disposable {
batch.dispose()
shaderBlur.dispose()
shaderBlurDither.dispose()
shaderBlurRaw.dispose()
shaderRGBOnlyDither.dispose()
shaderRGBOnlyRaw.dispose()
shaderAtoGreyDither.dispose()
shaderAtoGreyRaw.dispose()
shaderBayer.dispose()
shaderBlendGlow.dispose()
shaderRGBOnly.dispose()
shaderAtoGrey.dispose()
shaderPassthru.dispose()
shaderAlphaDither.dispose()

View File

@@ -7,6 +7,7 @@ import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.utils.Disposable
import net.torvald.terrarum.App
import net.torvald.terrarum.CommonResourcePool
@@ -22,7 +23,9 @@ object Toolkit : Disposable {
val DEFAULT_BOX_BORDER_COL = Color(1f, 1f, 1f, 0.2f)
private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur2.frag")
val shaderBlur: ShaderProgram
get() = if (IngameRenderer.isDither()) IngameRenderer.shaderBlurDither else IngameRenderer.shaderBlurRaw
val baloonTile = TextureRegionPack("assets/graphics/gui/message_black_tileable.tga", 36, 36, flipY = true)

View File

@@ -55,14 +55,13 @@ class UIAutosaveNotifier : UICanvas() {
val offX = (App.scr.tvSafeGraphicsWidth * 1.25f).roundToInt().toFloat()
val offY = App.scr.tvSafeGraphicsHeight + 9f // +9 to align to quickslot and watch UI
val text = if (errored) Lang["ERROR_GENERIC_TEXT"] else Lang["MENU_IO_SAVING"]
val text = if (errored) Lang["ERROR_GENERIC_TEXT"].replace(".","") else Lang["MENU_IO_SAVING"]
batch.color = if (errored) errorCol else normalCol
if (!errored) batch.draw(spin, offX, offY)// else RED_X_SYMBOL
App.fontGame.draw(batch, text, offX + 30f, offY)
}
fun setAsError() {
println("ugh, diddums")
errored = true
}