#include "/var/color_depth.glsl" #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 == MODE_HSV // -- 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 == MONOCHROME_BW vec3 monoColor = vec3(1, 1, 1); #elif monoPalette == MONOCHROME_DOTMATRIX vec3 monoColor = vec3(0.48, 0.72, 0.28); #elif monoPalette == MONOCHROME_MOTIONSICK vec3 monoColor = vec3(1, 0, 0); #endif #endif