added literally everything

This commit is contained in:
Spencer Linkous 2023-05-08 14:36:17 -04:00
parent ae90492f31
commit 6a1d3d5e7b
2 changed files with 62 additions and 16 deletions

View file

@ -1,7 +1,13 @@
#version 120
#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]
#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]
#define hueSteps 8 // the number of hues to use [2 4 8 16 32 64]
#define satSteps 4 // the number of saturations to use [2 4 8 16 32 64]
#define valSteps 4 // the number of lightnesses to use [2 4 8 16 32 64]
//#define RGB // whether to use rgb or hsv [0 1]
#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
//#define BLACKEN // Whether or not to blackent the background
uniform sampler2D gcolor;
@ -31,6 +37,9 @@ vec3 hsv2rgb(vec3 c)
const float steps = 4.0;
uniform vec3 palette[8];
uniform int paletteSize;
const int indexMatrix4x4[16] = int[](0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
@ -54,12 +63,47 @@ float indexValue() {
return indexMatrix4x4[(x + y * 4)] / 16.0;
}
float dither(float color) {
float closestColor = (color <= 0.5) ? 0 : 1;
float secondClosestColor = 1 - closestColor;
float hueDistance(float h1, float h2) {
float diff = abs((h1 - h2));
return min(abs((1.0 - diff)), diff);
}
vec3[2] closestColors(float hue) {
vec3 ret[2];
vec3 closest = vec3(-2, 0, 0);
vec3 secondClosest = vec3(-2, 0, 0);
vec3 temp;
for (int i = 0; i < paletteSize; ++i) {
temp = palette[i];
float tempDistance = hueDistance(temp.x, hue);
if (tempDistance < hueDistance(closest.x, hue)) {
secondClosest = closest;
closest = temp;
} else {
if (tempDistance < hueDistance(secondClosest.x, hue)) {
secondClosest = temp;
}
}
}
ret[0] = closest;
ret[1] = secondClosest;
return ret;
}
float lightnessStep(float l, float lightnessSteps) {
/* Quantize the lightness to one of `lightnessSteps` values */
return floor((0.5 + l * (lightnessSteps - 1.0))) / (lightnessSteps - 1.0);
}
float dither(float color, float dithersteps) {
float d = indexValue();
float distance = abs(closestColor - color);
return (distance <= d) ? closestColor : secondClosestColor;
float l1 = lightnessStep(max((color - 0.125), 0.0), dithersteps);
float l2 = lightnessStep(min((color + 0.124), 1.0), dithersteps);
float lightnessDiff = (color - l1) / (l2 - l1);
float resultColor = (lightnessDiff < d) ? l1 : l2;
return resultColor;
}
void main() {
@ -67,14 +111,16 @@ void main() {
vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
vec3 ogHSV = rgb2hsv(ogRGB).xyz;
float val = ogHSV.z;
float val4 = floor(val * 4.0) / 4.0;
vec3 valtest = hsv2rgb(vec3(0, 0, val4)).rgb;
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;
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;
vec3 otherdithertest = hsv2rgb(vec3(0, 0, dither(float(val * 1.0)))).rgb;
vec3 otherdithertest2 = hsv2rgb(vec3((floor(ogHSV.x * 8.0) / 8.0), (floor(ogHSV.y * 8.0) /8.0), dither(float(val * 2.0)))).rgb;
vec3 ditherhsv = hsv2rgb(vec3(dither(ogHSV.x, hueSteps), dither(ogHSV.y, satSteps), dither(ogHSV.z, valSteps))).rgb;
vec3 nonditherhsv = hsv2rgb(vec3(lightnessStep(ogHSV.x, hueSteps), lightnessStep(ogHSV.y, satSteps), lightnessStep(ogHSV.z, valSteps))).rgb;
vec3 ditherrgb = vec3(dither(ogRGB.r, rgbSteps), dither(ogRGB.g, rgbSteps), dither(ogRGB.b, rgbSteps)).rgb;
vec3 nonditherrgb = vec3(lightnessStep(ogRGB.r, rgbSteps), lightnessStep(ogRGB.g, rgbSteps), lightnessStep(ogRGB.b, rgbSteps)).rgb;
#ifdef RGB
vec3 final = ditherrgb;
#else
vec3 final = ditherhsv;
#endif
/* DRAWBUFFERS:0 */
gl_FragData[0] = vec4(vec3(otherdithertest), 1.0); //gcolor
gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
}

View file

@ -1 +1 @@
sliders=goalHue wiggle
sliders=hueSteps satSteps valSteps