changed rgb 'steps' to real bit depths
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944e474a22
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984db64c8c
4 changed files with 61 additions and 12 deletions
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@ -11,13 +11,12 @@ float renderRes = pixelSize;
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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 rgbSteps 4 // the number of rgb values 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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varying vec2 texcoord;
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#include "/module/color_depth.frag"
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#include "/module/dof.frag"
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#include "/module/interlace.frag"
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@ -104,8 +103,8 @@ vec3[2] closestColors(float hue) {
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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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/* 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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@ -141,17 +140,22 @@ void main() {
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vec3 filtered = vec3(dither(color.x, hueSteps), dither(color.y, satSteps), dither(color.z, valSteps)).rgb;
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final = hsv2rgb(filtered);
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#else
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final = vec3(dither(color.r, rgbSteps), dither(color.g, rgbSteps), dither(color.b, rgbSteps));
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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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final = hsv2rgb(filtered);
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#else
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final = vec3(lightnessStep(color.r, rgbSteps), lightnessStep(color.g, rgbSteps), lightnessStep(color.b, rgbSteps)).rgb;
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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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#endif
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#endif
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#if colorMode == 1 && 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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#ifdef interlacing
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/* DRAWBUFFERS:01 */
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// pull previous buffer
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@ -2,6 +2,8 @@
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profile.DEFAULT=Default
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profile.AEON=Aeon Upstream
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profile.DOS=DOS
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profile.DOTMATRIX=Dot Matrix Game
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profile.OBRADINN=Return of the Obra Dinn
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profile.PSX=PSX
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profile.REALITY=Project Reality
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profile.VR32=VR32
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@ -18,7 +20,17 @@ option.colorMode=Color Mode
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value.colorMode.0=HSV
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value.colorMode.1=RGB
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option.dithering=Dithering
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option.rgbSteps=RGB Depth
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option.colorDepth=RGB Depth
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value.colorDepth.1=Monochrome
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value.colorDepth.3=3-bit
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value.colorDepth.6=6-bit
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value.colorDepth.8=8-bit
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value.colorDepth.12=12-bit
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value.colorDepth.24=Truecolor
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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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31
shaders/module/color_depth.frag
Normal file
31
shaders/module/color_depth.frag
Normal file
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@ -0,0 +1,31 @@
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#define colorDepth 6 // [1 3 6 8 12 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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// 6-bit is 2:2:2
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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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// 12-bit is 4:4:4
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vec3 colormax = vec3(16, 16, 16);
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#elif colorDepth == 24
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// 24-bit is 8:8:8
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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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@ -1,12 +1,14 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp worldRadius
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sliders=pixelSize colorDepth hueSteps satSteps valSteps 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.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur !interlacing
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 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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profile.PSX=pixelSize=2 colorMode=1 !dithering colorDepth=24 vWarp=2 tWarp !hBlur interlacing
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profile.REALITY=profile.PSX vWarp=0 !tWarp hBlur interlacing
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur !interlacing
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profile.VR32=pixelSize=8 colorMode=1 colorDepth=1 monoPalette=2 !dithering vWarp=1 !tWarp !hBlur !interlacing
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# -- SCREENS --
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# default
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@ -14,7 +16,7 @@ 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> rgbSteps <empty> <empty> hueSteps satSteps valSteps
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueSteps satSteps valSteps
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# screen effects
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screen.SCREEN=interlacing scanlines aberration
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