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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.
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## Features
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- Affine Texture Warping
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- Chromatic Aberration
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- Color depth reduction
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- Depth of Field
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@ -12,13 +13,13 @@ aimed at providing a variety of effects in the vein of its parent project.
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- Downscaling
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- Horizontal Blur
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- Interlacing
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- Monochrome Mode & Palettes
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- Scanlines
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- Screen-Space Vertex Warping
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- Affine Texture Warping
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- World Curvature
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## Acknowledgements
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- [Alex Charlton's post "Dithering on the GPU"](http://alex-charlton.com/posts/Dithering_on_the_GPU/).
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- [BSL Shaders by CaptainTatsu](https://bitslablab.com/bslshaders/), whose downscale effect was my inspiration for forking a shader.
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- [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 @@
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float renderRes = pixelSize;
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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 4 // 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 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 +98,8 @@ 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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@ -138,20 +132,25 @@ void main() {
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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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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, 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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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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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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@ -2,8 +2,11 @@
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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.SNES=Super Famicom
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profile.VR32=VR32
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option.pixelSize=Downscaling
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@ -18,10 +21,25 @@ 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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option.valSteps=Value 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.15=15-bit
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value.colorDepth.18=18-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.hueBits=Hue Depth
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suffix.hueBits=-bit
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option.satBits=Saturation Depth
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suffix.satBits=-bit
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option.valBits=Value Depth
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suffix.valBits=-bit
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screen.SCREEN=Screen
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option.interlacing=Interlacing
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53
shaders/module/color_depth.frag
Normal file
53
shaders/module/color_depth.frag
Normal file
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@ -0,0 +1,53 @@
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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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#define satBits 2 // [1 2 3 4 5 6 7 8]
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#define valBits 2 // [1 2 3 4 5 6 7 8]
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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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// -- HSV --
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float bit_max(int bits) {
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return pow(2, bits);
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}
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float hueMax = bit_max(hueBits);
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float satMax = bit_max(satBits);
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float valMax = bit_max(valBits);
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#else
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// -- RGB --
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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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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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vec3 colormax = vec3(16, 16, 16);
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#elif colorDepth == 15
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vec3 colormax = vec3(32, 32, 32);
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#elif colorDepth == 18
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vec3 colormax = vec3(64, 64, 64);
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#elif colorDepth == 24
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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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#endif
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@ -1,12 +1,15 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp worldRadius
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sliders=pixelSize colorDepth hueBits satBits valBits 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.DEFAULT=pixelSize=2 colorMode=0 dithering hueBits=2 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing
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profile.AEON=pixelSize=1 colorMode=0 dithering hueBits=3 satBits=2 valBits=2 vWarp=0 !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.SNES=pixelSize=4 colorMode=1 dithering colorDepth=15 vWarp=1 !tWarp !hBlur interlacing
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profile.VR32=pixelSize=8 colorMode=1 !dithering colorDepth=1 monoPalette=2 vWarp=1 !tWarp !hBlur !interlacing
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# -- SCREENS --
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# default
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@ -14,7 +17,7 @@ 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 hueBits satBits valBits
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# screen effects
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screen.SCREEN=interlacing scanlines aberration
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