added literally everything
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2 changed files with 62 additions and 16 deletions
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@ -1,7 +1,13 @@
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#version 120
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#version 120
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#define goalHue 40.0 // the desired hue to display [0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 220 230 240 250 260 270 280 290 300 310 320 330 340 350]
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#define wiggle 20 // wiggle room [0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 220 230 240 250 260 270 280 290 300 310 320 330 340 350]
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#define hueSteps 8 // the number of hues to use [2 4 8 16 32 64]
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#define satSteps 4 // the number of saturations to use [2 4 8 16 32 64]
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#define valSteps 4 // the number of lightnesses to use [2 4 8 16 32 64]
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//#define RGB // whether to use rgb or hsv [0 1]
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#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
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//#define BLACKEN // Whether or not to blackent the background
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//#define BLACKEN // Whether or not to blackent the background
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uniform sampler2D gcolor;
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uniform sampler2D gcolor;
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@ -31,6 +37,9 @@ vec3 hsv2rgb(vec3 c)
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const float steps = 4.0;
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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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const int indexMatrix4x4[16] = int[](0, 8, 2, 10,
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12, 4, 14, 6,
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12, 4, 14, 6,
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3, 11, 1, 9,
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3, 11, 1, 9,
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@ -54,12 +63,47 @@ float indexValue() {
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return indexMatrix4x4[(x + y * 4)] / 16.0;
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return indexMatrix4x4[(x + y * 4)] / 16.0;
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}
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}
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float dither(float color) {
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float closestColor = (color <= 0.5) ? 0 : 1;
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float hueDistance(float h1, float h2) {
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float secondClosestColor = 1 - closestColor;
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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 d = indexValue();
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float distance = abs(closestColor - color);
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return (distance <= d) ? closestColor : secondClosestColor;
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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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}
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void main() {
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void main() {
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@ -67,14 +111,16 @@ void main() {
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vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
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vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
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vec3 ogHSV = rgb2hsv(ogRGB).xyz;
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vec3 ogHSV = rgb2hsv(ogRGB).xyz;
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float val = ogHSV.z;
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float val = ogHSV.z;
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float val4 = floor(val * 4.0) / 4.0;
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vec3 ditherhsv = hsv2rgb(vec3(dither(ogHSV.x, hueSteps), dither(ogHSV.y, satSteps), dither(ogHSV.z, valSteps))).rgb;
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vec3 valtest = hsv2rgb(vec3(0, 0, val4)).rgb;
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vec3 nonditherhsv = hsv2rgb(vec3(lightnessStep(ogHSV.x, hueSteps), lightnessStep(ogHSV.y, satSteps), lightnessStep(ogHSV.z, valSteps))).rgb;
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vec3 test64 = vec3((floor(ogRGB.r * 4.0) / 4.0), (floor(ogRGB.g * 4.0) / 4.0), (floor(ogRGB.b * 4.0) / 4.0)).rgb;
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vec3 ditherrgb = vec3(dither(ogRGB.r, rgbSteps), dither(ogRGB.g, rgbSteps), dither(ogRGB.b, rgbSteps)).rgb;
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vec3 test64hsv = hsv2rgb(vec3((floor(ogHSV.x * 4.0) / 4.0), (floor(ogHSV.y * 4.0) /4.0), (floor(ogHSV.z * 8.0) /8.0))).rgb;
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vec3 nonditherrgb = vec3(lightnessStep(ogRGB.r, rgbSteps), lightnessStep(ogRGB.g, rgbSteps), lightnessStep(ogRGB.b, rgbSteps)).rgb;
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vec3 otherdithertest = hsv2rgb(vec3(0, 0, dither(float(val * 1.0)))).rgb;
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#ifdef RGB
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vec3 otherdithertest2 = hsv2rgb(vec3((floor(ogHSV.x * 8.0) / 8.0), (floor(ogHSV.y * 8.0) /8.0), dither(float(val * 2.0)))).rgb;
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vec3 final = ditherrgb;
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#else
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vec3 final = ditherhsv;
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#endif
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/* DRAWBUFFERS:0 */
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = vec4(vec3(otherdithertest), 1.0); //gcolor
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gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
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}
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}
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@ -1 +1 @@
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sliders=goalHue wiggle
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sliders=hueSteps satSteps valSteps
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