From 93cdb388455f06742cfa52fadb82c3476dcaae64 Mon Sep 17 00:00:00 2001 From: Eri Linkous Date: Sat, 6 May 2023 03:41:40 -0400 Subject: [PATCH] first commit --- shaders/composite.fsh | 80 ++++++++++++++++++++++++++++++++++++++ shaders/composite.vsh | 8 ++++ shaders/shaders.properties | 1 + 3 files changed, 89 insertions(+) create mode 100644 shaders/composite.fsh create mode 100644 shaders/composite.vsh create mode 100644 shaders/shaders.properties diff --git a/shaders/composite.fsh b/shaders/composite.fsh new file mode 100644 index 0000000..b37dad6 --- /dev/null +++ b/shaders/composite.fsh @@ -0,0 +1,80 @@ +#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 BLACKEN // Whether or not to blackent the background + +uniform sampler2D gcolor; + +varying vec2 texcoord; + +// All components are in the range [0…1], including hue. +vec3 rgb2hsv(vec3 c) +{ + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); + vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +// All components are in the range [0…1], including hue. +vec3 hsv2rgb(vec3 c) +{ + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + + +const float steps = 4.0; + +const int indexMatrix4x4[16] = int[](0, 8, 2, 10, + 12, 4, 14, 6, + 3, 11, 1, 9, + 15, 7, 13, 5); + +const int indexMatrix2x2[4] = int[](0, 2, + 3, 1); + +const int indexMatrix8x8[64] = int[](0, 32, 8, 40, 2, 34, 10, 42, + 48, 16, 56, 24, 50, 18, 58, 26, + 12, 44, 4, 36, 14, 46, 6, 38, + 60, 28, 52, 20, 62, 30, 54, 22, + 3, 35, 11, 43, 1, 33, 9, 41, + 51, 19, 59, 27, 49, 17, 57, 25, + 15, 47, 7, 39, 13, 45, 5, 37, + 63, 31, 55, 23, 61, 29, 53, 21); + +float indexValue() { + int x = int(mod(gl_FragCoord.x, 4)); + int y = int(mod(gl_FragCoord.y, 4)); + return indexMatrix4x4[(x + y * 4)] / 16.0; +} + +float dither(float color) { + float closestColor = (color <= 0.5) ? 0 : 1; + float secondClosestColor = 1 - closestColor; + float d = indexValue(); + float distance = abs(closestColor - color); + return (distance <= d) ? closestColor : secondClosestColor; +} + +void main() { + float mask; + 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; + +/* DRAWBUFFERS:0 */ + gl_FragData[0] = vec4(vec3(otherdithertest), 1.0); //gcolor +} + diff --git a/shaders/composite.vsh b/shaders/composite.vsh new file mode 100644 index 0000000..5a1b3f8 --- /dev/null +++ b/shaders/composite.vsh @@ -0,0 +1,8 @@ +#version 120 + +varying vec2 texcoord; + +void main() { + gl_Position = ftransform(); + texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; +} \ No newline at end of file diff --git a/shaders/shaders.properties b/shaders/shaders.properties new file mode 100644 index 0000000..a52e97c --- /dev/null +++ b/shaders/shaders.properties @@ -0,0 +1 @@ +sliders=goalHue wiggle \ No newline at end of file