#version 450 layout (binding = 1) uniform sampler2D samplerColor; struct Gui { vec4 offset; vec4 color; int mode; float depth; int sdf; int shadowbox; vec4 stroke; float weight; int spread; float scale; }; layout (location = 0) in vec2 inUv; layout (location = 1) in flat Gui inGui; layout (location = 0) out vec4 outFragColor; const int indexMatrix16x16[256] = int[](0,192, 48,240, 12,204, 60,252, 3,195, 51,243, 15,207, 63,255, 128, 64,176,112,140, 76,188,124,131, 67,179,115,143, 79,191,127, 32,224, 16,208, 44,236, 28,220, 35,227, 19,211, 47,239, 31,223, 160, 96,144, 80,172,108,156, 92,163, 99,147, 83,175,111,159, 95, 8,200, 56,248, 4,196, 52,244, 11,203, 59,251, 7,199, 55,247, 136, 72,184,120,132, 68,180,116,139, 75,187,123,135, 71,183,119, 40,232, 24,216, 36,228, 20,212, 43,235, 27,219, 39,231, 23,215, 168,104,152, 88,164,100,148, 84,171,107,155, 91,167,103,151, 87, 2,194, 50,242, 14,206, 62,254, 1,193, 49,241, 13,205, 61,253, 130, 66,178,114,142, 78,190,126,129, 65,177,113,141, 77,189,125, 34,226, 18,210, 46,238, 30,222, 33,225, 17,209, 45,237, 29,221, 162, 98,146, 82,174,110,158, 94,161, 97,145, 81,173,109,157, 93, 10,202, 58,250, 6,198, 54,246, 9,201, 57,249, 5,197, 53,245, 138, 74,186,122,134, 70,182,118,137, 73,185,121,133, 69,181,117, 42,234, 26,218, 38,230, 22,214, 41,233, 25,217, 37,229, 21,213, 170,106,154, 90,166,102,150, 86,169,105,153, 89,165,101,149, 85); float indexValue16x16() { int x = int(mod(gl_FragCoord.x, 16)); int y = int(mod(gl_FragCoord.y, 16)); return indexMatrix16x16[(x + y * 16)] / 256.0; } const int paletteSize = 28; const vec3 palette[28] = vec3[]( vec3(0, 0, 0), vec3(0, 0, 1), vec3(0, 0, 0.502), vec3(0, 0, 0.753), vec3(0, 1, 0.251), vec3(0, 1, 0.50), vec3(60.0/360.0, 1, 0.251), vec3(60.0/360.0, 1, 0.5), vec3(120.0/360.0, 1, 0.251), vec3(120.0/360.0, 1, 0.5), vec3(180.0/360.0, 1, 0.251), vec3(180.0/360.0, 1, 0.5), vec3(240.0/360.0, 1, 0.251), vec3(240.0/360.0, 1, 0.5), vec3(300.0/360.0, 1, 0.251), vec3(300.0/360.0, 1, 0.5), vec3(60.0/360.0, 0.333, 0.376), vec3(60.0/360.0, 1, 0.751), vec3(180.0/360.0, 1, 0.125), vec3(150.0/360.0, 1, 0.5), vec3(210.0/360.0, 1, 0.5), vec3(180.0/360.0, 1, 0.751), vec3(210.0/360.0, 1, 0.251), vec3(240.0/360.0, 1, 0.751), vec3(270.0/360.0, 1, 0.5), vec3(330.0/360.0, 1, 0.5), vec3(30.0/360.0, 1, 0.251), vec3(24.0/360.0, 1, 0.625) ); vec3 hslToRgb(vec3 HSL) { vec3 RGB; { float H = HSL.x; float R = abs(H * 6 - 3) - 1; float G = 2 - abs(H * 6 - 2); float B = 2 - abs(H * 6 - 4); RGB = clamp(vec3(R,G,B), 0, 1); } float C = (1 - abs(2 * HSL.z - 1)) * HSL.y; return (RGB - 0.5) * C + HSL.z; } vec3 rgbToHsl(vec3 RGB) { float Epsilon = 1e-10; vec3 HCV; { vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0); vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx); float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); HCV = vec3(H, C, Q.x); } float L = HCV.z - HCV.y * 0.5; float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon); return vec3(HCV.x, S, L); } 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; } const float lightnessSteps = 4.0; float lightnessStep(float l) { /* Quantize the lightness to one of `lightnessSteps` values */ return floor((0.5 + l * lightnessSteps)) / lightnessSteps; } vec3 dither1(vec3 color) { vec3 hsl = rgbToHsl(color); vec3 cs[2] = closestColors(hsl.x); vec3 c1 = cs[0]; vec3 c2 = cs[1]; float d = indexValue16x16(); float hueDiff = hueDistance(hsl.x, c1.x) / hueDistance(c2.x, c1.x); float l1 = lightnessStep(max((hsl.z - 0.125), 0.0)); float l2 = lightnessStep(min((hsl.z + 0.124), 1.0)); float lightnessDiff = (hsl.z - l1) / (l2 - l1); vec3 resultColor = (hueDiff < d) ? c1 : c2; //resultColor.z = (lightnessDiff < d) ? l1 : l2; return hslToRgb(resultColor); } float dither(float color) { float closestColor = (color < 0.5) ? 0 : 1; float secondClosestColor = 1 - closestColor; float d = indexValue16x16(); float distance = abs(closestColor - color); return (distance < d) ? closestColor : secondClosestColor; } vec3 dither(vec3 color) { vec3 hsl = rgbToHsl(color); hsl.y = dither(hsl.y); return hslToRgb(hsl); } void main() { if ( inUv.x < inGui.offset.x ) discard; if ( inUv.y < inGui.offset.y ) discard; if ( inUv.x > inGui.offset.z ) discard; if ( inUv.y > inGui.offset.w ) discard; if ( inGui.shadowbox == 1 ) { outFragColor = inGui.color; return; } float dist = texture(samplerColor, inUv).r; if ( inGui.sdf == 1 ) { float smoothing = ( inGui.spread > 0 && inGui.scale > 0 ) ? 0.25 / (inGui.spread * inGui.scale) : 0.25 / (4 * 1.5); float outlining = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist); float alpha = smoothstep(inGui.weight - smoothing, inGui.weight + smoothing, dist); vec4 c = inGui.color; outFragColor = mix(inGui.stroke, c, outlining); outFragColor.a = inGui.color.a * alpha; if ( alpha < 0.001 ) discard; if ( alpha > 1 ) discard; } else { outFragColor = vec4(inGui.color) * dist; if ( dist < 0.001 ) discard; if ( dist > 1 ) discard; } outFragColor.rgb = dither(outFragColor.rgb); }