engine/bin/data/shaders/old/dither/base.dither4.frag.glsl
2020-07-18 00:00:00 -05:00

189 lines
5.2 KiB
GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUv;
layout (location = 1) in vec3 inPositionEye;
layout (location = 2) in vec3 inNormalEye;
layout (location = 3) in vec4 inColor;
layout (location = 0) out vec4 outFragColor;
void fog( inout vec3 i ) {
vec3 color = vec3( 0, 0, 0 );
float inner = 8, outer = 64;
float distance = length(-inPositionEye);
float factor = (distance - inner) / (outer - inner);
factor = clamp( factor, 0.0, 1.0 );
i = mix(i.rgb, color, factor);
}
void phong( inout vec3 i ) {
vec3 Ls = vec3(1.0, 1.0, 1.0); // light specular
vec3 Ld = vec3(0.4, 0.4, 1.0); // light color
vec3 La = vec3(0.1, 0.1, 0.1);
vec3 Ks = vec3(0.6, 0.6, 0.9); // material specular
vec3 Kd = i; // material diffuse
vec3 Ka = vec3(0.7, 0.7, 0.7);
float Kexp = 1000.0;
vec3 dist_light_eye = vec3(0, 0, 0) - inPositionEye;
vec3 dir_light_eye = normalize(dist_light_eye);
float d_dot = max(dot( dir_light_eye, inNormalEye ), 0.0);
vec3 reflection_eye = reflect( -dir_light_eye, inNormalEye );
vec3 surface_eye = normalize(-inPositionEye);
float s_dot = max(dot( reflection_eye, surface_eye ), 0.0);
float s_factor = pow( s_dot, Kexp );
vec3 Ia = La * Ka;
vec3 Id = Ld * Kd * d_dot;
vec3 Is = Ls * Ks * s_factor;
i = Is + Id + Ia;
}
const int indexMatrix4x4[16] = int[](0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
15, 7, 13, 5);
float indexValue4x4() {
int x = int(mod(gl_FragCoord.x, 4));
int y = int(mod(gl_FragCoord.y, 4));
return indexMatrix4x4[(x + y * 4)] / 16.0;
}
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 = indexValue4x4();
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 = indexValue4x4();
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() {
outFragColor = texture(samplerColor, inUv);
phong(outFragColor.rgb);
fog(outFragColor.rgb);
outFragColor.rgb = mix( outFragColor.rgb, inColor.rgb, inColor.a );
if ( outFragColor.a < 0.001 ) discard;
outFragColor.rgb = dither(outFragColor.rgb);
}