reoriented HSV around bit depth rather than steps
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e99cde4ca9
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7007052618
4 changed files with 59 additions and 40 deletions
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@ -5,11 +5,6 @@
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float renderRes = pixelSize;
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#define dithering // whether or not to apply dithering
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#define colorMode 0 // hsv/rgb [0 1]
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#define hueSteps 4 // 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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uniform sampler2D gcolor;
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uniform float viewWidth, viewHeight;
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@ -137,14 +132,14 @@ void main() {
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vec3 final;
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#ifdef dithering
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#if colorMode == 0
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vec3 filtered = vec3(dither(color.x, hueSteps), dither(color.y, satSteps), dither(color.z, valSteps)).rgb;
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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 == 0
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vec3 filtered = vec3(lightnessStep(color.x, hueSteps), lightnessStep(color.y, satSteps), lightnessStep(color.z, valSteps)).rgb;
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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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@ -34,9 +34,12 @@ option.monoPalette=Mono Palette
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value.monoPalette.0=Black & White
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value.monoPalette.1=Dot Matrix
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value.monoPalette.2=Paint the Town
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option.hueSteps=Hue Depth
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option.satSteps=Saturation Depth
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option.valSteps=Value Depth
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option.hueBits=Hue Depth
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suffix.hueBits=-bit
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option.satBits=Saturation Depth
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suffix.satBits=-bit
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option.valBits=Value Depth
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suffix.valBits=-bit
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screen.SCREEN=Screen
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option.interlacing=Interlacing
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@ -1,32 +1,53 @@
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#define colorMode 0 // [0 1]
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#define hueBits 2 // [1 2 3 4 5 6 7 8]
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#define satBits 2 // [1 2 3 4 5 6 7 8]
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#define valBits 2 // [1 2 3 4 5 6 7 8]
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#define colorDepth 6 // [1 3 6 8 12 15 18 24]
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#define monoPalette 0 // [0 1 2]
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#if colorDepth == 1
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vec3 colormax = vec3(2, 1, 1);
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#elif colorDepth == 3
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vec3 colormax = vec3(2, 2, 2);
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#elif colorDepth == 6
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vec3 colormax = vec3(4, 4, 4);
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#elif colorDepth == 8
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// 8-bit is 3:3:2
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vec3 colormax = vec3(8, 8, 4);
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#elif colorDepth == 12
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vec3 colormax = vec3(16, 16, 16);
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#elif colorDepth == 15
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vec3 colormax = vec3(32, 32, 32);
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#elif colorDepth == 18
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vec3 colormax = vec3(64, 64, 64);
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#elif colorDepth == 24
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vec3 colormax = vec3(256, 256, 256);
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#if colorMode == 0
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// -- HSV --
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float bit_max(int bits) {
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return pow(2, bits);
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}
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float hueMax = bit_max(hueBits);
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float satMax = bit_max(satBits);
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float valMax = bit_max(valBits);
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#else
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// -- RGB --
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#if colorDepth == 1
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vec3 colormax = vec3(2, 1, 1);
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#elif colorDepth == 3
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vec3 colormax = vec3(2, 2, 2);
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#elif colorDepth == 6
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vec3 colormax = vec3(4, 4, 4);
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#elif colorDepth == 8
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// 8-bit is 3:3:2
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vec3 colormax = vec3(8, 8, 4);
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#elif colorDepth == 12
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vec3 colormax = vec3(16, 16, 16);
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#elif colorDepth == 15
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vec3 colormax = vec3(32, 32, 32);
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#elif colorDepth == 18
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vec3 colormax = vec3(64, 64, 64);
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#elif colorDepth == 24
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vec3 colormax = vec3(256, 256, 256);
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#endif
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#if monoPalette == 0
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vec3 monoColor = vec3(1, 1, 1);
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#elif monoPalette == 1
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vec3 monoColor = vec3(0.48, 0.72, 0.28);
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#elif monoPalette == 2
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vec3 monoColor = vec3(1, 0, 0);
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#endif
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#endif
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#if monoPalette == 0
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vec3 monoColor = vec3(1, 1, 1);
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#elif monoPalette == 1
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vec3 monoColor = vec3(0.48, 0.72, 0.28);
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#elif monoPalette == 2
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vec3 monoColor = vec3(1, 0, 0);
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#endif
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@ -1,8 +1,8 @@
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sliders=pixelSize colorDepth hueSteps satSteps valSteps vWarp worldRadius
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sliders=pixelSize colorDepth hueBits satBits valBits vWarp worldRadius
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# -- PROFILES --
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur !interlacing
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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur !interlacing
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueBits=2 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing
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profile.AEON=pixelSize=1 colorMode=0 dithering hueBits=3 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing
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profile.DOS=pixelSize=4 colorMode=1 dithering colorDepth=3 vWarp=1 !tWarp !hBlur !interlacing
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profile.DOTMATRIX=pixelSize=4 colorMode=1 colorDepth=1 monoPalette=1 dithering vWarp=1 !tWarp !hBlur !interlacing
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profile.OBRADINN=pixelSize=2 colorMode=1 colorDepth=1 monoPalette=0 dithering vWarp=0 !tWarp !hBlur !interlacing
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@ -17,7 +17,7 @@ screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
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# colors
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screen.COLOR.columns=3
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueSteps satSteps valSteps
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
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# screen effects
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screen.SCREEN=interlacing scanlines aberration
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