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- add gl_dither for toggling dithered output on and off
# Conflicts: # src/gl/renderer/gl_stereo3d.cpp # wadsrc/static/menudef.txt # Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/stereo3d/gl_interleaved3d.cpp # src/hwrenderer/postprocessing/hw_presentshader.h
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4cd535b3b6
commit
7021e612b0
7 changed files with 19 additions and 3 deletions
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@ -157,6 +157,8 @@ EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Int, gl_satformula)
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CVAR(Bool, gl_dither, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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@ -900,6 +902,11 @@ void FGLRenderer::DrawPresentTexture(const GL_IRECT &box, bool applyGamma)
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// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
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invgamma *= 2.2f;
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mPresentShader->InvGamma.Set(invgamma);
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mPresentShader->ColorScale.Set(static_cast<float>(gl_dither ? 1023.0f : 0.0f));
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}
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else
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{
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mPresentShader->ColorScale.Set(static_cast<float>(gl_dither ? 255.0f : 0.0f));
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}
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mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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RenderScreenQuad();
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@ -49,6 +49,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
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Saturation.Init(mShader, "Saturation");
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GrayFormula.Init(mShader, "GrayFormula");
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Scale.Init(mShader, "UVScale");
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ColorScale.Init(mShader, "ColorScale");
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}
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void FPresentShader::Bind()
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@ -15,6 +15,7 @@ public:
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FBufferedUniform1f Saturation;
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FBufferedUniform1i GrayFormula;
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FBufferedUniform2f Scale;
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FBufferedUniform1f ColorScale;
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protected:
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virtual void Init(const char * vtx_shader_name, const char * program_name);
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@ -48,6 +48,7 @@ EXTERN_CVAR(Int, gl_satformula)
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EXTERN_CVAR(Bool, fullscreen)
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EXTERN_CVAR(Int, win_x) // screen pixel position of left of display window
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EXTERN_CVAR(Int, win_y) // screen pixel position of top of display window
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EXTERN_CVAR(Bool, gl_dither)
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namespace s3d {
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@ -112,6 +113,7 @@ static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
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shader.Saturation.Set(clamp<float>(vid_saturation, -15.0f, 15.0f));
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shader.GrayFormula.Set(static_cast<int>(gl_satformula));
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}
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shader.ColorScale.Set(static_cast<float>(gl_dither ? 255.0f : 0.0f));
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shader.Scale.Set(
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GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
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@ -2769,6 +2769,7 @@ GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_SSAO = "Ambient occlusion quality";
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GLPREFMNU_SSAO_PORTALS = "Portals with AO";
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GLPREFMNU_FXAA = "FXAA Quality";
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GLPREFMNU_DITHER = "Dither output";
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GLPREFMNU_PALTONEMAPORDER = "Tonemap Palette Order";
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GLPREFMNU_PALTONEMAPPOWER = "Tonemap Palette Exponent";
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GLPREFMNU_SWLMBANDED = "Banded SW Lightmode";
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@ -2548,6 +2548,7 @@ OptionMenu "PostProcessMenu" protected
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Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
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Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
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Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
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Option "$GLPREFMNU_DITHER", gl_dither, "OnOff"
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Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
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StaticText " "
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Slider "$GLPREFMNU_PALTONEMAPPOWER", gl_paltonemap_powtable, 0.2, 3.0, 0.1, 1
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@ -9,6 +9,7 @@ uniform float Brightness;
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uniform float Saturation;
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uniform int GrayFormula;
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uniform sampler2D DitherTexture;
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uniform float ColorScale;
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vec4 ApplyGamma(vec4 c)
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{
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@ -23,14 +24,16 @@ vec4 ApplyGamma(vec4 c)
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return vec4(val, c.a);
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}
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vec4 Dither(vec4 c, float colorscale)
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vec4 Dither(vec4 c)
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{
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if (ColorScale == 0.0)
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return c;
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vec2 texSize = vec2(textureSize(DitherTexture, 0));
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float threshold = texture(DitherTexture, gl_FragCoord.xy / texSize).r;
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return vec4(floor(c.rgb * colorscale + threshold) / colorscale, c.a);
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return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
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}
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void main()
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{
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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)), 255.0);
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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)));
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}
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