changed ID fields to have more readable names
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parent
e728da32f9
commit
81814e78ea
5 changed files with 30 additions and 10 deletions
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@ -125,20 +125,20 @@ void main() {
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#endif
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vec3 color = texture2D(gcolor, newcoord).rgb;
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#if colorMode == 0
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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 == 0
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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 == 0
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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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@ -146,7 +146,7 @@ void main() {
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#endif
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#endif
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#if colorMode == 1 && colorDepth == 1
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#if colorMode == MODE_RGB && colorDepth == 1
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if(final.r == 1)
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final = monoColor;
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#endif
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@ -1,4 +1,6 @@
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#include "/var/color_depth.glsl"
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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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@ -8,7 +10,7 @@
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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 colorMode == 0
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#if colorMode == MODE_HSV
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// -- HSV --
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float bit_max(int bits) {
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@ -41,11 +43,11 @@
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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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#if monoPalette == MONOCHROME_BW
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vec3 monoColor = vec3(1, 1, 1);
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#elif monoPalette == 1
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#elif monoPalette == MONOCHROME_DOTMATRIX
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vec3 monoColor = vec3(0.48, 0.72, 0.28);
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#elif monoPalette == 2
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#elif monoPalette == MONOCHROME_MOTIONSICK
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vec3 monoColor = vec3(1, 0, 0);
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#endif
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@ -1,12 +1,14 @@
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#include "/var/world.glsl"
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#define worldCurvature 0 // [0 1 2]
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#define worldRadius 512 // [1024 512 256 -256]
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void world_curvature() {
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#if worldCurvature == 1
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#if worldCurvature == CURVATURE_CYLINDER
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float z = gl_Position.z * gl_Position.z;
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gl_Position.y -= 2 * z / worldRadius;
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#elif worldCurvature == 2
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#elif worldCurvature == CURVATURE_ROUND
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vec2 xz = gl_Position.xz;
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gl_Position.y -= round(( dot(xz, xz) / worldRadius ) * 8) / 8;
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#endif
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10
shaders/var/color_depth.glsl
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10
shaders/var/color_depth.glsl
Normal file
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@ -0,0 +1,10 @@
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// color mode IDs
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#define MODE_HSV 0
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#define MODE_RGB 1
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// monochrome palette IDs
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#define MONOCHROME_BW 0
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#define MONOCHROME_DOTMATRIX 1
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#define MONOCHROME_MOTIONSICK 2
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6
shaders/var/world.glsl
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6
shaders/var/world.glsl
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@ -0,0 +1,6 @@
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// world curvature IDs
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#define CURVATURE_OFF 0
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#define CURVATURE_CYLINDER 1
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#define CURVATURE_ROUND 2
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