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5 changed files with 100 additions and 26 deletions

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@ -5,6 +5,7 @@ aimed at providing a variety of effects in the vein of its parent project.
## Features
- Affine Texture Warping
- Chromatic Aberration
- Color depth reduction
- Depth of Field
@ -12,13 +13,13 @@ aimed at providing a variety of effects in the vein of its parent project.
- Downscaling
- Horizontal Blur
- Interlacing
- Monochrome Mode & Palettes
- Scanlines
- Screen-Space Vertex Warping
- Affine Texture Warping
- World Curvature
## Acknowledgements
- [Alex Charlton's post "Dithering on the GPU"](http://alex-charlton.com/posts/Dithering_on_the_GPU/).
- [BSL Shaders by CaptainTatsu](https://bitslablab.com/bslshaders/), whose downscale effect was my inspiration for forking a shader.
- [BSL Shaders by CaptainTatsu](https://bitslablab.com/bslshaders/). Combining downscale with dithering is the reason I forked a shader in the first place.

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@ -5,19 +5,13 @@
float renderRes = pixelSize;
#define dithering // whether or not to apply dithering
#define colorMode 0 // hsv/rgb [0 1]
#define hueSteps 4 // the number of hues to use [2 4 8 16 32 64]
#define satSteps 4 // the number of saturations to use [2 4 8 16 32 64]
#define valSteps 4 // the number of lightnesses to use [2 4 8 16 32 64]
#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
uniform sampler2D gcolor;
uniform float viewWidth, viewHeight;
varying vec2 texcoord;
#include "/module/color_depth.frag"
#include "/module/dof.frag"
#include "/module/interlace.frag"
@ -104,8 +98,8 @@ vec3[2] closestColors(float hue) {
}
float lightnessStep(float l, float lightnessSteps) {
/* Quantize the lightness to one of `lightnessSteps` values */
return floor((0.5 + l * (lightnessSteps - 1.0))) / (lightnessSteps - 1.0);
/* Quantize the lightness to one of `lightnessSteps` values */;
return floor((0.5 + l * (lightnessSteps - 1.0))) / (lightnessSteps - 1.0);
}
float dither(float color, float dithersteps) {
@ -138,20 +132,25 @@ void main() {
vec3 final;
#ifdef dithering
#if colorMode == 0
vec3 filtered = vec3(dither(color.x, hueSteps), dither(color.y, satSteps), dither(color.z, valSteps)).rgb;
vec3 filtered = vec3(dither(color.x, hueMax), dither(color.y, satMax), dither(color.z, valMax)).rgb;
final = hsv2rgb(filtered);
#else
final = vec3(dither(color.r, rgbSteps), dither(color.g, rgbSteps), dither(color.b, rgbSteps));
final = vec3(dither(color.r, colormax.x), dither(color.g, colormax.y), dither(color.b, colormax.z));
#endif
#else
#if colorMode == 0
vec3 filtered = vec3(lightnessStep(color.x, hueSteps), lightnessStep(color.y, satSteps), lightnessStep(color.z, valSteps)).rgb;
vec3 filtered = vec3(lightnessStep(color.x, hueMax), lightnessStep(color.y, satMax), lightnessStep(color.z, valMax)).rgb;
final = hsv2rgb(filtered);
#else
final = vec3(lightnessStep(color.r, rgbSteps), lightnessStep(color.g, rgbSteps), lightnessStep(color.b, rgbSteps)).rgb;
final = vec3(lightnessStep(color.r, colormax.x), lightnessStep(color.g, colormax.y), lightnessStep(color.b, colormax.z)).rgb;
#endif
#endif
#if colorMode == 1 && colorDepth == 1
if(final.r == 1)
final = monoColor;
#endif
#ifdef interlacing
/* DRAWBUFFERS:01 */
// pull previous buffer

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@ -2,8 +2,11 @@
profile.DEFAULT=Default
profile.AEON=Aeon Upstream
profile.DOS=DOS
profile.DOTMATRIX=Dot Matrix Game
profile.OBRADINN=Return of the Obra Dinn
profile.PSX=PSX
profile.REALITY=Project Reality
profile.SNES=Super Famicom
profile.VR32=VR32
option.pixelSize=Downscaling
@ -18,10 +21,25 @@ option.colorMode=Color Mode
value.colorMode.0=HSV
value.colorMode.1=RGB
option.dithering=Dithering
option.rgbSteps=RGB Depth
option.hueSteps=Hue Depth
option.satSteps=Saturation Depth
option.valSteps=Value Depth
option.colorDepth=RGB Depth
value.colorDepth.1=Monochrome
value.colorDepth.3=3-bit
value.colorDepth.6=6-bit
value.colorDepth.8=8-bit
value.colorDepth.12=12-bit
value.colorDepth.15=15-bit
value.colorDepth.18=18-bit
value.colorDepth.24=Truecolor
option.monoPalette=Mono Palette
value.monoPalette.0=Black & White
value.monoPalette.1=Dot Matrix
value.monoPalette.2=Paint the Town
option.hueBits=Hue Depth
suffix.hueBits=-bit
option.satBits=Saturation Depth
suffix.satBits=-bit
option.valBits=Value Depth
suffix.valBits=-bit
screen.SCREEN=Screen
option.interlacing=Interlacing

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@ -0,0 +1,53 @@
#define colorMode 0 // [0 1]
#define hueBits 2 // [1 2 3 4 5 6 7 8]
#define satBits 2 // [1 2 3 4 5 6 7 8]
#define valBits 2 // [1 2 3 4 5 6 7 8]
#define colorDepth 6 // [1 3 6 8 12 15 18 24]
#define monoPalette 0 // [0 1 2]
#if colorMode == 0
// -- HSV --
float bit_max(int bits) {
return pow(2, bits);
}
float hueMax = bit_max(hueBits);
float satMax = bit_max(satBits);
float valMax = bit_max(valBits);
#else
// -- RGB --
#if colorDepth == 1
vec3 colormax = vec3(2, 1, 1);
#elif colorDepth == 3
vec3 colormax = vec3(2, 2, 2);
#elif colorDepth == 6
vec3 colormax = vec3(4, 4, 4);
#elif colorDepth == 8
// 8-bit is 3:3:2
vec3 colormax = vec3(8, 8, 4);
#elif colorDepth == 12
vec3 colormax = vec3(16, 16, 16);
#elif colorDepth == 15
vec3 colormax = vec3(32, 32, 32);
#elif colorDepth == 18
vec3 colormax = vec3(64, 64, 64);
#elif colorDepth == 24
vec3 colormax = vec3(256, 256, 256);
#endif
#if monoPalette == 0
vec3 monoColor = vec3(1, 1, 1);
#elif monoPalette == 1
vec3 monoColor = vec3(0.48, 0.72, 0.28);
#elif monoPalette == 2
vec3 monoColor = vec3(1, 0, 0);
#endif
#endif

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@ -1,12 +1,15 @@
sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp worldRadius
sliders=pixelSize colorDepth hueBits satBits valBits vWarp worldRadius
# -- PROFILES --
profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur !interlacing
profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur !interlacing
profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur !interlacing
profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp !hBlur interlacing
profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueBits=2 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing
profile.AEON=pixelSize=1 colorMode=0 dithering hueBits=3 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing
profile.DOS=pixelSize=4 colorMode=1 dithering colorDepth=3 vWarp=1 !tWarp !hBlur !interlacing
profile.DOTMATRIX=pixelSize=4 colorMode=1 colorDepth=1 monoPalette=1 dithering vWarp=1 !tWarp !hBlur !interlacing
profile.OBRADINN=pixelSize=2 colorMode=1 colorDepth=1 monoPalette=0 dithering vWarp=0 !tWarp !hBlur !interlacing
profile.PSX=pixelSize=2 colorMode=1 !dithering colorDepth=24 vWarp=2 tWarp !hBlur interlacing
profile.REALITY=profile.PSX vWarp=0 !tWarp hBlur interlacing
profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur !interlacing
profile.SNES=pixelSize=4 colorMode=1 dithering colorDepth=15 vWarp=1 !tWarp !hBlur interlacing
profile.VR32=pixelSize=8 colorMode=1 !dithering colorDepth=1 monoPalette=2 vWarp=1 !tWarp !hBlur !interlacing
# -- SCREENS --
# default
@ -14,7 +17,7 @@ screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
# colors
screen.COLOR.columns=3
screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps
screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
# screen effects
screen.SCREEN=interlacing scanlines aberration