aeon-199x/shaders/composite.fsh

156 lines
5 KiB
GLSL

#version 120
#include "/module/common.glsl"
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 sampler2D colortex1;
uniform float viewWidth, viewHeight;
varying vec2 texcoord;
#include "/module/dof.frag"
// All components are in the range [0…1], including hue.
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
// All components are in the range [0…1], including hue.
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
const float steps = 4.0;
uniform vec3 palette[8];
uniform int paletteSize;
const int indexMatrix4x4[16] = int[](0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
15, 7, 13, 5);
const int indexMatrix2x2[4] = int[](0, 2,
3, 1);
const int indexMatrix8x8[64] = int[](0, 32, 8, 40, 2, 34, 10, 42,
48, 16, 56, 24, 50, 18, 58, 26,
12, 44, 4, 36, 14, 46, 6, 38,
60, 28, 52, 20, 62, 30, 54, 22,
3, 35, 11, 43, 1, 33, 9, 41,
51, 19, 59, 27, 49, 17, 57, 25,
15, 47, 7, 39, 13, 45, 5, 37,
63, 31, 55, 23, 61, 29, 53, 21);
float indexValue() {
#if defined(dof) && defined(dofRes)
vec2 coord = gl_FragCoord.xy / renderRes;
#elif pixelSize > 1
vec2 coord = gl_FragCoord.xy / pixelSize;
#else
vec2 coord = gl_FragCoord.xy;
#endif
int x = int(mod(coord.x, 4));
int y = int(mod(coord.y, 4));
return indexMatrix4x4[(x + y * 4)] / 16.0;
}
float hueDistance(float h1, float h2) {
float diff = abs((h1 - h2));
return min(abs((1.0 - diff)), diff);
}
vec3[2] closestColors(float hue) {
vec3 ret[2];
vec3 closest = vec3(-2, 0, 0);
vec3 secondClosest = vec3(-2, 0, 0);
vec3 temp;
for (int i = 0; i < paletteSize; ++i) {
temp = palette[i];
float tempDistance = hueDistance(temp.x, hue);
if (tempDistance < hueDistance(closest.x, hue)) {
secondClosest = closest;
closest = temp;
} else {
if (tempDistance < hueDistance(secondClosest.x, hue)) {
secondClosest = temp;
}
}
}
ret[0] = closest;
ret[1] = secondClosest;
return ret;
}
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);
}
float dither(float color, float dithersteps) {
float d = indexValue();
float l1 = lightnessStep(max((color - 0.125), 0.0), dithersteps);
float l2 = lightnessStep(min((color + 0.124), 1.0), dithersteps);
float lightnessDiff = (color - l1) / (l2 - l1);
float resultColor = (lightnessDiff < d) ? l1 : l2;
return resultColor;
}
void main() {
// adjust texture coordinate based on pixel size if needed
vec2 newcoord = texcoord;
#ifdef dof
newcoord = depthOfField();
#elif pixelSize > 1
vec2 view = vec2(viewWidth, viewHeight) / float(pixelSize);
float offset = (ceil(pixelSize * 0.5) - 0.5) / float(pixelSize);
newcoord = (floor(newcoord * view) + offset) / view;
#endif
vec3 color = texture2D(gcolor, newcoord).rgb;
#if colorMode == 0
color = rgb2hsv(color).xyz;
#endif
vec3 final;
#ifdef dithering
#if colorMode == 0
vec3 filtered = vec3(dither(color.x, hueSteps), dither(color.y, satSteps), dither(color.z, valSteps)).rgb;
final = hsv2rgb(filtered);
#else
final = vec3(dither(color.r, rgbSteps), dither(color.g, rgbSteps), dither(color.b, rgbSteps));
#endif
#else
#if colorMode == 0
vec3 filtered = vec3(lightnessStep(color.x, hueSteps), lightnessStep(color.y, satSteps), lightnessStep(color.z, valSteps)).rgb;
final = hsv2rgb(filtered);
#else
final = vec3(lightnessStep(color.r, rgbSteps), lightnessStep(color.g, rgbSteps), lightnessStep(color.b, rgbSteps)).rgb;
#endif
#endif
gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
}