mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 04:41:51 +09:00
88 lines
2.1 KiB
GLSL
88 lines
2.1 KiB
GLSL
/**
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* Blue Noise texture created by Christoph Peters, released under CC0
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 150
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#ifdef GL_ES
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precision mediump float;
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#endif
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vec4 gammaIn(vec4 col) {
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return pow(col, vec4(2.2));
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}
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vec4 gammaOut(vec4 col) {
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return pow(col, vec4(1.0 / 2.2));
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}
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in vec4 v_color; // unused!
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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uniform mat4 swizzler = mat4(
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1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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0.0,0.0,1.0,0.0,
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0.0,0.0,0.0,1.0
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);
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uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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out vec4 fragColor;
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vec2 boolean = vec2(0.0, 1.0);
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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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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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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(vec4(quant) * inColor) * vec4(1.0 / quant);
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}
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vec4 getDitherredDot(vec4 inColor) {
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vec4 bayerThreshold = swizzler * vec4(matrixNormaliser + texture(u_pattern, (gl_FragCoord.xy + rnd) * patternsize));
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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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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 outcol = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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fragColor = outcol;
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// ivec4 bytes = ivec4(255.0 * outcol);
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// ivec4 mask = ivec4(0x55);
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// fragColor = (bytes ^ mask) / 255.0;
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} |