/** * Blue Noise texture created by Christoph Peters, released under CC0 * http://momentsingraphics.de/BlueNoise.html */ #version 150 #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; uniform sampler2D u_pattern; uniform ivec2 rnd = ivec2(0,0); uniform mat4 swizzler = mat4( 1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0 ); uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0 out vec4 fragColor; vec2 boolean = vec2(0.0, 1.0); vec4 matrixNormaliser = vec4(0.5 / 256.0); vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); 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 ); 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(vec4(quant) * inColor) * vec4(1.0 / quant); } vec4 getDitherredDot(vec4 inColor) { vec4 bayerThreshold = swizzler * vec4(matrixNormaliser + texture(u_pattern, (gl_FragCoord.xy + rnd) * patternsize)); return nearestColour(bayerThreshold * vec4(1.0 / quant) + 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 outcol = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A fragColor = outcol; // ivec4 bytes = ivec4(255.0 * outcol); // ivec4 mask = ivec4(0x55); // fragColor = (bytes ^ mask) / 255.0; }