mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 06:56:45 +01:00
159 lines
4.3 KiB
GLSL
159 lines
4.3 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
#ifdef _YY_HLSL11_
|
|
#define PALETTE_LIMIT 1024
|
|
#else
|
|
#define PALETTE_LIMIT 256
|
|
#endif
|
|
|
|
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[PALETTE_LIMIT];
|
|
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
|