// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D map; uniform vec2 mapDimension; uniform int useMap; uniform float contrast; uniform sampler2D conMap; uniform int useConMap; uniform float ditherSize; uniform float dither[64]; uniform vec2 dimension; uniform vec4 palette[32]; uniform int keys; uniform float seed; uniform int usePalette; uniform float colors; float random (in vec2 st, float seed) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * (seed + 437.54123)); } #region ============================== COLOR SPACES ============================== vec3 rgb2xyz( vec3 c ) { #region vec3 tmp; tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92; tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92, tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92; return 100.0 * tmp * mat3( 0.4124, 0.3576, 0.1805, 0.2126, 0.7152, 0.0722, 0.0193, 0.1192, 0.9505 ); } #endregion vec3 xyz2lab( vec3 c ) { #region vec3 n = c / vec3( 95.047, 100, 108.883 ); vec3 v; v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 ); v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 ); v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 ); return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z )); } #endregion vec3 rgb2lab(vec3 c) { #region vec3 lab = xyz2lab( rgb2xyz( c ) ); return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 )); } #endregion float colorDifferent(in vec4 c1, in vec4 c2) { #region vec3 lab1 = rgb2lab(c1.rgb); vec3 lab2 = rgb2lab(c2.rgb); return length(lab1 - lab2); } #endregion #endregion void main() { #region vec4 _col = texture2D( gm_BaseTexture, v_vTexcoord ); bool exactColor = false; vec4 col1, col2; if(usePalette == 0) { col1 = floor(_col * colors) / colors; col2 = ceil( _col * colors) / colors; col1.a = _col.a; col2.a = _col.a; exactColor = distance(_col, col1) < 0.05; } else if(usePalette == 1) { int closet1_index = 0; int closet2_index = 0; float closet1_value = 99.; float closet2_value = 99.; for(int i = 0; i < keys; i++) { vec4 p_col = palette[i]; float dif = colorDifferent(p_col, _col); if(dif <= 0.001) { exactColor = true; _col = p_col; } else if(dif < closet1_value) { closet2_value = closet1_value; closet2_index = closet1_index; closet1_value = dif; closet1_index = i; } else if(dif < closet2_value) { closet2_value = dif; closet2_index = i; } } col1 = palette[closet1_index]; col2 = palette[closet2_index]; } if(exactColor) { gl_FragColor = _col; } else { float d1 = colorDifferent(_col, col1); float d2 = colorDifferent(_col, col2); float rat = d1 / (d1 + d2); if(useConMap == 0) { rat = (rat - 0.5) * contrast + 0.5; } else { vec4 con_map_data = texture2D( conMap, v_vTexcoord ); float _cont = .1 + contrast * dot(con_map_data.rgb, vec3(0.2126, 0.7152, 0.0722)); rat = (rat - 0.5) * _cont + 0.5; } vec2 pixelPos = v_vTexcoord * dimension; pixelPos.x = floor(pixelPos.x); pixelPos.y = floor(pixelPos.y); if(useMap == 0) { float col = pixelPos.x - floor(pixelPos.x / ditherSize) * ditherSize; float row = pixelPos.y - floor(pixelPos.y / ditherSize) * ditherSize; float ditherVal = dither[int(row * ditherSize + col)] / (ditherSize * ditherSize - 1.); if(rat < ditherVal) gl_FragColor = col1; else gl_FragColor = col2; } else if(useMap == 1) { float col = pixelPos.x - floor(pixelPos.x / mapDimension.x) * mapDimension.x; float row = pixelPos.y - floor(pixelPos.y / mapDimension.y) * mapDimension.y; vec4 map_data = texture2D( map, vec2(col, row) / mapDimension ); float ditherVal = dot(map_data.rgb, vec3(0.2126, 0.7152, 0.0722)); if(rat < ditherVal) gl_FragColor = col1; else gl_FragColor = col2; } else if(useMap == 2) { gl_FragColor = rat < random(v_vTexcoord, seed)? col1 : col2; } } gl_FragColor.a *= _col.a; } #endregion