mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
160 lines
4.3 KiB
GLSL
160 lines
4.3 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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#ifdef _YY_HLSL11_
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#define PALETTE_LIMIT 1024
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#else
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#define PALETTE_LIMIT 256
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#endif
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform sampler2D map;
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uniform vec2 mapDimension;
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uniform int useMap;
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uniform float contrast;
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uniform sampler2D conMap;
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uniform int useConMap;
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uniform float ditherSize;
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uniform float dither[64];
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uniform vec2 dimension;
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uniform vec4 palette[PALETTE_LIMIT];
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uniform int keys;
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uniform float seed;
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uniform int usePalette;
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uniform float colors;
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float random (in vec2 st, float seed) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * (seed + 437.54123)); }
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#region ============================== COLOR SPACES ==============================
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vec3 rgb2xyz( vec3 c ) { #region
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vec3 tmp;
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tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
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tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
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tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
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return 100.0 * tmp *
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mat3( 0.4124, 0.3576, 0.1805,
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0.2126, 0.7152, 0.0722,
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0.0193, 0.1192, 0.9505 );
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} #endregion
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vec3 xyz2lab( vec3 c ) { #region
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vec3 n = c / vec3( 95.047, 100, 108.883 );
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vec3 v;
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v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
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v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
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v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
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return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
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} #endregion
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vec3 rgb2lab(vec3 c) { #region
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vec3 lab = xyz2lab( rgb2xyz( c ) );
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return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
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} #endregion
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float colorDifferent(in vec4 c1, in vec4 c2) { #region
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vec3 lab1 = rgb2lab(c1.rgb);
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vec3 lab2 = rgb2lab(c2.rgb);
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return length(lab1 - lab2);
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} #endregion
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#endregion
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void main() { #region
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vec4 _col = texture2D( gm_BaseTexture, v_vTexcoord );
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bool exactColor = false;
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vec4 col1, col2;
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if(usePalette == 0) {
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col1 = floor(_col * colors) / colors;
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col2 = ceil( _col * colors) / colors;
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col1.a = _col.a;
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col2.a = _col.a;
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exactColor = distance(_col, col1) < 0.05;
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} else if(usePalette == 1) {
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int closet1_index = 0;
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int closet2_index = 0;
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float closet1_value = 99.;
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float closet2_value = 99.;
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for(int i = 0; i < keys; i++) {
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vec4 p_col = palette[i];
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float dif = colorDifferent(p_col, _col);
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if(dif <= 0.001) {
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exactColor = true;
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_col = p_col;
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} else if(dif < closet1_value) {
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closet2_value = closet1_value;
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closet2_index = closet1_index;
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closet1_value = dif;
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closet1_index = i;
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} else if(dif < closet2_value) {
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closet2_value = dif;
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closet2_index = i;
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}
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}
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col1 = palette[closet1_index];
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col2 = palette[closet2_index];
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}
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if(exactColor) {
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gl_FragColor = _col;
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} else {
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float d1 = colorDifferent(_col, col1);
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float d2 = colorDifferent(_col, col2);
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float rat = d1 / (d1 + d2);
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if(useConMap == 0) {
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rat = (rat - 0.5) * contrast + 0.5;
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} else {
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vec4 con_map_data = texture2D( conMap, v_vTexcoord );
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float _cont = .1 + contrast * dot(con_map_data.rgb, vec3(0.2126, 0.7152, 0.0722));
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rat = (rat - 0.5) * _cont + 0.5;
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}
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vec2 pixelPos = v_vTexcoord * dimension;
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pixelPos.x = floor(pixelPos.x);
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pixelPos.y = floor(pixelPos.y);
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if(useMap == 0) {
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float col = pixelPos.x - floor(pixelPos.x / ditherSize) * ditherSize;
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float row = pixelPos.y - floor(pixelPos.y / ditherSize) * ditherSize;
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float ditherVal = dither[int(row * ditherSize + col)] / (ditherSize * ditherSize - 1.);
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if(rat < ditherVal)
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gl_FragColor = col1;
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else
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gl_FragColor = col2;
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} else if(useMap == 1) {
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float col = pixelPos.x - floor(pixelPos.x / mapDimension.x) * mapDimension.x;
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float row = pixelPos.y - floor(pixelPos.y / mapDimension.y) * mapDimension.y;
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vec4 map_data = texture2D( map, vec2(col, row) / mapDimension );
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float ditherVal = dot(map_data.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(rat < ditherVal)
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gl_FragColor = col1;
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else
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gl_FragColor = col2;
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} else if(useMap == 2) {
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gl_FragColor = rat < random(v_vTexcoord, seed)? col1 : col2;
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}
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}
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gl_FragColor.a *= _col.a;
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} #endregion
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