mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
85 lines
2.1 KiB
GLSL
85 lines
2.1 KiB
GLSL
#version 120
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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// "steps" of R, G and B. Must be integer && equal or greater than 2
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uniform float rcount = 4.0;
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uniform float gcount = 4.0;
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uniform float bcount = 4.0;
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uniform float acount = 1.0;
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/*int bayer[7 * 7] = int[](
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32,42,10,27,37,5,15,
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1,18,28,45,13,23,40,
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26,36,4,14,31,48,9,
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44,12,22,39,0,17,34,
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20,30,47,8,25,35,3,
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38,6,16,33,43,11,21,
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7,24,41,2,19,29,46
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); // I kind of accidentally create it...
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float bayerSize = 7.0;*/
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int bayer[9 * 9] = int[](
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50,71,2,23,44,56,77,17,29,
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72,12,33,45,66,6,18,39,60,
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22,43,55,76,16,28,49,70,1,
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53,65,5,26,38,59,80,11,32,
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75,15,27,48,69,0,21,42,54,
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25,37,58,79,10,31,52,64,4,
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47,68,8,20,41,62,74,14,35,
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78,9,30,51,63,3,24,36,57,
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19,40,61,73,13,34,46,67,7
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); // I kind of accidentally create it...
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float bayerSize = 9.0;
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float bayerDivider = bayerSize * bayerSize;
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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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vec4 nearestColour(vec4 incolor) {
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vec4 rgbaCounts = vec4(rcount, gcount, bcount, acount);
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vec4 color = incolor;
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color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
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color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
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color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
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if (rgbaCounts.a >= 2.0) {
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color.a = floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
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}
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else {
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color.a = 1.0;
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}
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return (color);
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}
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void main(void) {
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float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
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// create texture coordinates based on pixelSize //
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vec4 inColor = (texture2D(u_texture, v_texCoords));
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vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
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gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
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//gl_FragColor = nearestColour(inColor);
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} |