Files
Terrarum/src/shaders/postproc_nodither.frag
2023-08-03 18:37:23 +09:00

64 lines
1.4 KiB
GLSL

/**
* 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 float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
const vec2 boolean = vec2(0.0, 1.0);
const 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
);
const 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
);
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
out vec4 fragColor;
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;
fragColor = graded * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
}