mirror of
https://github.com/curioustorvald/Terrarum.git
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56 lines
1.7 KiB
GLSL
56 lines
1.7 KiB
GLSL
varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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//uniform mat4 bayer;
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uniform float monitorGamma; // give 2.2f
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int bayer[8][8] = {
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{ 0, 32, 8, 40, 2, 34, 10, 42}, // 8x8 bayer ordered dithering
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{48, 16, 56, 24, 50, 18, 58, 26}, // pattern. Each input pixel
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{12, 44, 4, 36, 14, 46, 6, 38}, // is scaled to the 0..63 range
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{60, 28, 52, 20, 62, 30, 54, 22}, // before looking in this table
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{ 3, 35, 11, 43, 1, 33, 9, 41}, // to determine the action
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{51, 19, 59, 27, 49, 17, 57, 25},
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{15, 47, 7, 39, 13, 45, 5, 37},
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{63, 31, 55, 23, 61, 29, 53, 21} }; // fun fact: you can calculate bayer value on-the-fly but LUT is faster
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float bayerSize = 8.0;
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float bayerDivider = bayerSize * bayerSize;
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vec4 nearestColour(vec4 incolor) {
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vec4 rgbaCounts = vec4(16.0, 16.0, 16.0, 1.0);
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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 if (rgbaCounts.a == 1.0) {
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color.a = (color.a >= 0.5f) ? 1.0 : 0.0;
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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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// 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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float r = 1.0 / monitorGamma;
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gl_FragColor = nearestColour(inColor + r * (bayer[int(entry.y)][int(entry.x)] / bayerDivider - 0.5));
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//gl_FragColor = nearestColour(inColor);
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} |