more tooling

This commit is contained in:
Asuro
2025-02-28 02:21:41 +01:00
parent ceb4f69efc
commit 136a0e09a9
10 changed files with 79 additions and 45 deletions

View File

@@ -10,6 +10,7 @@ SAMPLER3D(s_ditherSampler, 1);
SAMPLER2D(s_rampSampler, 2);
uniform vec4 u_time;
uniform vec4 u_testColor;
uniform vec4 u_texInfo;
float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
{
@@ -28,27 +29,14 @@ vec3 desaturate(vec3 color)
return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
}
void main()
float dither(float brightness, vec2 inputUv)
{
// setup
float globalScale = 6.0;
float testRadius = 30.0;
float testSpeed = 1.0;
vec3 testOffset = vec3(0.0, 0.0, 50.0);
float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
vec2 inputUv = v_uv0;
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
// lighting
// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
// float brightness = 0.5;
// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
float globalScale = 8.0;
// constants
float dotsPerSide = 2;
float xRes = u_texInfo.z;
float dotsPerSide = xRes / 16;
float dotsTotal = dotsPerSide * dotsPerSide;
float xRes = 32;
float invXRes = 1 / xRes;
float zRes = dotsTotal;
float invZRes = 1 / zRes;
@@ -70,6 +58,7 @@ void main()
// Figuring out how many dots we want
float scaleExp = exp2(globalScale);
float spacing = freq.y * scaleExp;
spacing *= dotsPerSide * 0.125;
float brightnessSpacingMultiplier = pow(brightnessCurve * 2 + 0.001, -(1 - 0.5));
// float brightnessSpacingMultiplier = 1;
@@ -87,14 +76,34 @@ void main()
float pattern = texture3D(s_ditherSampler, vec3(uv, subLayer)).r;
float contrast = 12 * scaleExp * brightnessSpacingMultiplier * 0.1;
float contrast = 8 * scaleExp * brightnessSpacingMultiplier * 0.1;
contrast *= pow(freq.y / freq.x, 1.0);
float baseVal = lerp(0.5, brightness, saturate(1.05 / (1 + contrast)));
float threshold = 1 - brightnessCurve + 0.6;
vec3 thresholds = threshold.xxx / texColor;
// vec3 finalColor = saturate((pattern - thresholds) * contrast + baseVal);
vec3 finalColor = saturate((pattern - thresholds) * contrast + baseVal);
return saturate((pattern - threshold) * contrast + baseVal);
}
void main()
{
// setup
float testRadius = 30.0;
float testSpeed = 1.0;
vec3 testOffset = vec3(0.0, 0.0, 50.0);
float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
// lighting
// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
// float brightness = 0.5;
// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
float r = dither(brightness * texColor.r, v_uv0);
float g = dither(brightness * texColor.g, v_uv0);
float b = dither(brightness * texColor.b, v_uv0);
// float3 finalColor = vec3(r, g, b);
float3 finalColor = dither(brightness, v_uv0);
gl_FragColor = vec4(finalColor, 1.0);
// gl_FragColor = vec4(finalColor * 0.8 + subLayer * 0.2, 1.0);
// gl_FragColor = vec4(finalColor * 0.8 + vec3(uv % 1, 0.0) * 0.2, 1.0);