fragment shader optimization and dither toggle
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24a08c83db
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3 changed files with 29 additions and 18 deletions
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@ -1,14 +1,14 @@
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#version 120
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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 8 // 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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//#define RGB // whether to use rgb or hsv [0 1]
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#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
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//#define BLACKEN // Whether or not to blackent the background
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#define pixelSize 2 // the size of pixels [1 2 4 8 16]
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uniform sampler2D gcolor;
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@ -114,6 +114,7 @@ float dither(float color, float dithersteps) {
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}
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void main() {
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// adjust texture coordinate based on pixel size if needed
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vec2 newcoord = texcoord;
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#if pixelSize > 1
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vec2 view = vec2(viewWidth, viewHeight) / float(pixelSize);
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@ -122,19 +123,25 @@ void main() {
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#endif
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vec3 color = texture2D(gcolor, newcoord).rgb;
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float mask;
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//vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
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vec3 ogRGB = color;
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vec3 ogHSV = rgb2hsv(ogRGB).xyz;
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float val = ogHSV.z;
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vec3 ditherhsv = hsv2rgb(vec3(dither(ogHSV.x, hueSteps), dither(ogHSV.y, satSteps), dither(ogHSV.z, valSteps))).rgb;
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vec3 nonditherhsv = hsv2rgb(vec3(lightnessStep(ogHSV.x, hueSteps), lightnessStep(ogHSV.y, satSteps), lightnessStep(ogHSV.z, valSteps))).rgb;
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vec3 ditherrgb = vec3(dither(ogRGB.r, rgbSteps), dither(ogRGB.g, rgbSteps), dither(ogRGB.b, rgbSteps)).rgb;
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vec3 nonditherrgb = vec3(lightnessStep(ogRGB.r, rgbSteps), lightnessStep(ogRGB.g, rgbSteps), lightnessStep(ogRGB.b, rgbSteps)).rgb;
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#ifdef RGB
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vec3 final = ditherrgb;
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#else
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vec3 final = ditherhsv;
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#if colorMode == 0
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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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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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#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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#endif
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#endif
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gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
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}
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@ -6,8 +6,11 @@ value.pixelSize.4=Medium (4x)
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value.pixelSize.8=High (8x)
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value.pixelSize.16=Silly (16x)
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screen.COLOR=Color Depth
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option.RGB=Use RGB
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screen.COLOR=Color
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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.hueSteps=Hue Depth
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option.satSteps=Saturation Depth
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@ -15,6 +18,7 @@ option.valSteps=Value Depth
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screen.PSX=PSX
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option.vWarp=Vertex Warping
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option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the PSX
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option.tWarp=Affine Textures
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the PSX
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@ -2,6 +2,6 @@ sliders=pixelSize hueSteps satSteps valSteps rgbSteps
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screen=pixelSize <empty> [COLOR] [PSX]
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screen.COLOR=RGB rgbSteps hueSteps satSteps valSteps
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screen.COLOR=colorMode dithering rgbSteps <empty> hueSteps satSteps valSteps
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screen.PSX=vWarp
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