4096 shader finally works... perhaps it needs bayer matrix?

This commit is contained in:
minjaesong
2017-07-05 18:30:53 +09:00
parent 2d5761d66c
commit f39ff87ee9
4 changed files with 85 additions and 53 deletions

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@@ -1,16 +0,0 @@
vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture2D(image, uv) * 0.1964825501511404;
color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
return color;
}
#pragma glslify: export(blur13)

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@@ -1,37 +1,11 @@
varying vec2 texcoord;
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D renderTexture;
uniform mat4 Bayer;
uniform int pixelSize;
void main(void) {
// create texture coordinates based on pixelSize //
// vec2 discrete = (gl_FragCoord.xy + 0.001) / texcoord / pixelSize; //
vec4 color = texture2D(u_texture, v_texCoords);
color = floor(15.0 * color + 0.5) / 15.0;
vec2 pixelSizeVec = vec2(float(pixelSize), float(pixelSize));
vec2 discrete = (gl_FragCoord.xy + 0.001) / texcoord / pixelSizeVec;
discrete = floor(discrete * texcoord) / discrete;
vec3 color = texture2D(renderTexture, discrete).rgb;
// increase contrast (Bayer matrix operation reduces it) //
float contrast = 1.65;
color = mix(vec3(0.5), color, contrast);
// add Bayer matrix entry to current pixel //
// vec2 entry = mod(gl_FragCoord.xy / pixelSizeVec, vec2(4, 4));
// color.r = color.r + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
// color.g = color.g + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
// color.b = color.b + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
// find nearest 8-bit color //
color.r = floor(8.0 * color.r + 0.5) / 8.0;
color.g = floor(8.0 * color.g + 0.5) / 8.0;
color.b = floor(4.0 * color.b + 0.5) / 4.0;
gl_FragColor = vec4(color, 1.0);
gl_FragColor = color;
}

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@@ -1,7 +1,14 @@
varying vec2 texcoord;
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
void main(void) { // fairly usual fullscreen quad setup //
vec2 corners = sign(gl_Vertex.xy);
texcoord = 0.5 * corners + vec2(0.5);
gl_Position = vec4(corners, 0.0, 1.0);
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}

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@@ -0,0 +1,67 @@
package net.torvald.terrarum
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.ShaderProgram
/**
* Created by minjaesong on 2017-07-05.
*/
fun main(args: Array<String>) { // LWJGL 3 won't work? java.lang.VerifyError
val config = LwjglApplicationConfiguration()
//config.useGL30 = true
config.vSyncEnabled = false
config.resizable = false
config.width = 1072
config.height = 742
config.foregroundFPS = 9999
LwjglApplication(ColorLimiterTest, config)
}
object ColorLimiterTest : ApplicationAdapter() {
lateinit var img: Texture
lateinit var shader4096: ShaderProgram
lateinit var batch: SpriteBatch
override fun create() {
ShaderProgram.pedantic = false
shader4096 = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096.frag"))
img = Texture("assets/test_texture.tga")
batch = SpriteBatch()
}
override fun render() {
Gdx.graphics.setTitle("TestTestTest — F: ${Gdx.graphics.framesPerSecond}")
Gdx.gl.glClearColor(.157f, .157f, .157f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
batch.inUse {
batch.shader = shader4096
//batch.shader.setUniformf("iResolution", Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
batch.color = Color.WHITE
batch.draw(img, 0f, 0f)
batch.shader = null
}
}
override fun dispose() {
img.dispose()
}
}