mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 12:51:51 +09:00
68 lines
1.7 KiB
GLSL
68 lines
1.7 KiB
GLSL
#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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in vec4 v_color;
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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 vec4 topColor;
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uniform vec4 bottomColor;
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uniform float parallax = 0.0; // +1.0: all top col, -1.0: all bototm col, 0.0: normal grad
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uniform float parallax_size = 1.0/3.0; // 0: no parallax
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// inverted zoom; this value must set to (1f/zoom)
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uniform float zoomInv = 1.0;
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out vec4 fragColor;
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float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantiser * inColor + halfvec) * quantiserDivider;
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}
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vec4 getDitherredDot(vec4 inColor) {
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vec4 bayerThreshold = vec4(texture(u_pattern, gl_FragCoord.xy * patternsize) - 0.5);
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return nearestColour(inColor + bayerThreshold * quantiserDivider);
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}
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void main(void) {
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float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
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float zoomSamplePoint = (1.0 - zoomInv) / 2.0;// will never quite exceed 0.5
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// I don't even know if it works, and also not sure if I actually want it
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vec4 newBottom = mix(bottomColor, topColor, zoomSamplePoint);
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vec4 newTop = mix(topColor, bottomColor, zoomSamplePoint);
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vec4 inColor = v_color * mix(newBottom, newTop, scale);
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vec4 selvec = getDitherredDot(inColor);
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fragColor = selvec;
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}
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/*
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UV mapping coord.y
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-+ <- 1.0 =
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D| = // parallax of +1
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i| = =
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s| = // parallax of 0
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p| = =
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.| = // parallax of -1
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-+ <- 0.0 =
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*/ |