2023-05-06 03:41:40 -04:00
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#version 120
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2024-04-18 00:22:26 -04:00
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#include "/module/common.glsl"
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float renderRes = pixelSize;
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#define dithering // whether or not to apply dithering
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uniform sampler2D gcolor;
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uniform float viewWidth, viewHeight;
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varying vec2 texcoord;
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#include "/module/color_depth.frag"
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#include "/module/dof.frag"
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#include "/module/interlace.frag"
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// All components are in the range [0…1], including hue.
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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// All components are in the range [0…1], including hue.
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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const float steps = 4.0;
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uniform vec3 palette[8];
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uniform int paletteSize;
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const int indexMatrix4x4[16] = int[](0, 8, 2, 10,
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12, 4, 14, 6,
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3, 11, 1, 9,
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15, 7, 13, 5);
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const int indexMatrix2x2[4] = int[](0, 2,
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3, 1);
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const int indexMatrix8x8[64] = int[](0, 32, 8, 40, 2, 34, 10, 42,
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48, 16, 56, 24, 50, 18, 58, 26,
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12, 44, 4, 36, 14, 46, 6, 38,
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60, 28, 52, 20, 62, 30, 54, 22,
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3, 35, 11, 43, 1, 33, 9, 41,
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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);
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float indexValue() {
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#if defined(dof) && defined(dofRes)
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vec2 coord = gl_FragCoord.xy / renderRes;
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#elif pixelSize > 1
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vec2 coord = gl_FragCoord.xy / pixelSize;
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#else
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vec2 coord = gl_FragCoord.xy;
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#endif
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int x = int(mod(coord.x, 4));
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int y = int(mod(coord.y, 4));
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return indexMatrix4x4[(x + y * 4)] / 16.0;
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}
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float hueDistance(float h1, float h2) {
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float diff = abs((h1 - h2));
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return min(abs((1.0 - diff)), diff);
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}
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vec3[2] closestColors(float hue) {
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vec3 ret[2];
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vec3 closest = vec3(-2, 0, 0);
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vec3 secondClosest = vec3(-2, 0, 0);
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vec3 temp;
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for (int i = 0; i < paletteSize; ++i) {
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temp = palette[i];
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float tempDistance = hueDistance(temp.x, hue);
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if (tempDistance < hueDistance(closest.x, hue)) {
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secondClosest = closest;
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closest = temp;
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} else {
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if (tempDistance < hueDistance(secondClosest.x, hue)) {
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secondClosest = temp;
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}
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}
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}
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ret[0] = closest;
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ret[1] = secondClosest;
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return ret;
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}
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float lightnessStep(float l, float lightnessSteps) {
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/* Quantize the lightness to one of `lightnessSteps` values */;
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return floor((0.5 + l * (lightnessSteps - 1.0))) / (lightnessSteps - 1.0);
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}
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float dither(float color, float dithersteps) {
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float d = indexValue();
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float l1 = lightnessStep(max((color - 0.125), 0.0), dithersteps);
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float l2 = lightnessStep(min((color + 0.124), 1.0), dithersteps);
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float lightnessDiff = (color - l1) / (l2 - l1);
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float resultColor = (lightnessDiff < d) ? l1 : l2;
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return resultColor;
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}
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void main() {
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// adjust texture coordinate based on pixel size if needed
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vec2 newcoord = texcoord;
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#ifdef dof
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newcoord = depthOfField();
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#elif pixelSize > 1
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vec2 view = vec2(viewWidth, viewHeight) / float(pixelSize);
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float offset = (ceil(pixelSize * 0.5) - 0.5) / float(pixelSize);
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newcoord = (floor(newcoord * view) + offset) / view;
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#endif
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vec3 color = texture2D(gcolor, newcoord).rgb;
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#if colorMode == MODE_HSV
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color = rgb2hsv(color).xyz;
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#endif
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vec3 final;
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#ifdef dithering
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#if colorMode == MODE_HSV
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vec3 filtered = vec3(dither(color.x, hueMax), dither(color.y, satMax), dither(color.z, valMax)).rgb;
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final = hsv2rgb(filtered);
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#else
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final = vec3(dither(color.r, colormax.x), dither(color.g, colormax.y), dither(color.b, colormax.z));
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#endif
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#else
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#if colorMode == MODE_HSV
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vec3 filtered = vec3(lightnessStep(color.x, hueMax), lightnessStep(color.y, satMax), lightnessStep(color.z, valMax)).rgb;
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final = hsv2rgb(filtered);
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#else
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final = vec3(lightnessStep(color.r, colormax.x), lightnessStep(color.g, colormax.y), lightnessStep(color.b, colormax.z)).rgb;
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#endif
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#endif
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#if colorMode == MODE_RGB && colorDepth == 1
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if(final.r == 1)
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final = monoHigh;
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else
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final = monoLow;
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#endif
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#ifdef interlacing
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/* DRAWBUFFERS:01 */
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// pull previous buffer
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vec3 prev = texture2D(colortex1, texcoord).rgb;
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// interlace alternates between odd and even lines on world time
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if(mod(int(gl_FragCoord.y / pixelSize), 2) == mod(frameCounter, 2))
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gl_FragData[0] = vec4(prev, 1);
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else
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gl_FragData[0] = vec4(final, 1);
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gl_FragData[1] = vec4(final, 1);
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#else
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gl_FragData[0] = vec4(final, 1.0);
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#endif
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}
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