mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-24 21:21:47 +00:00
74 lines
1.9 KiB
GLSL
74 lines
1.9 KiB
GLSL
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D texture0;
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 out_color;
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layout(constant_id = 0) const float gamma = 1.0;
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layout(constant_id = 1) const float obScale = 2.0;
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layout(constant_id = 2) const float greyscale = 0.0;
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layout(constant_id = 5) const int ditherMode = 0; // 0 - disabled, 1 - ordered
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layout(constant_id = 6) const int depth_r = 255;
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layout(constant_id = 7) const int depth_g = 255;
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layout(constant_id = 8) const int depth_b = 255;
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const vec3 sRGB = { 0.2126, 0.7152, 0.0722 };
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const int bayerSize = 8;
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const float bayerMatrix[bayerSize * bayerSize] = {
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0, 32, 8, 40, 2, 34, 10, 42,
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48, 16, 56, 24, 50, 18, 58, 26,
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12, 44, 4, 36, 14, 46, 6, 38,
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60, 28, 52, 20, 62, 30, 54, 22,
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3, 35, 11, 43, 1, 33, 9, 41,
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51, 19, 59, 27, 49, 17, 57, 25,
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15, 47, 7, 39, 13, 45, 5, 37,
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63, 31, 55, 23, 61, 29, 53, 21
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};
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float threshold() {
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ivec2 coordDenormalized = ivec2(gl_FragCoord.xy);
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ivec2 bayerCoord = coordDenormalized % bayerSize;
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float bayerSample = bayerMatrix[bayerCoord.x + bayerCoord.y * bayerSize];
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float threshold = (bayerSample + 0.5) / float(bayerSize * bayerSize);
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return threshold;
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}
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vec3 dither(vec3 color) {
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ivec3 depth = ivec3(depth_r, depth_g, depth_b);
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vec3 cDenormalized = color * depth;
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vec3 cLow = floor(cDenormalized);
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vec3 cFractional = cDenormalized - cLow;
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vec3 cDithered = cLow + step(threshold(), cFractional);
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return cDithered / depth;
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}
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void main() {
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vec3 base = texture(texture0, frag_tex_coord).rgb;
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if ( greyscale == 1 )
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{
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base = vec3(dot(base, sRGB));
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}
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else if ( greyscale != 0 )
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{
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vec3 luma = vec3(dot(base, sRGB));
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base = mix(base, luma, greyscale);
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}
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if ( gamma != 1.0 )
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{
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out_color = vec4(pow(base, vec3(gamma)) * obScale, 1);
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}
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else
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{
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out_color = vec4(base * obScale, 1);
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}
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if ( ditherMode == 1 ) {
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out_color.rgb = dither(out_color.rgb);
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}
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}
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