shader changes & screen quads
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111
src/game/shaders/dither/frag.sc
Normal file
111
src/game/shaders/dither/frag.sc
Normal file
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$input v_color0
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$input v_normal
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$input v_uv0
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$input v_wpos
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#include "../common.sh"
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SAMPLER2D(s_texColor, 0);
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SAMPLER3D(s_ditherSampler, 1);
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SAMPLER2D(s_rampSampler, 2);
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uniform vec4 u_time;
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uniform vec4 u_testColor;
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uniform vec4 u_texInfo;
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uniform vec4 u_baseColor;
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float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
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{
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vec3 lightDir = normalize(lightPos - vertPos);
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float diffuse = max(0.0, dot(lightDir, normal));
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return diffuse * clamp(1.0 - distance(lightPos, vertPos) * 0.01, 0.0, 1.0);
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}
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float calcBrightnessDirectional(vec3 sunDir, vec3 normal)
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{
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return max(0.0, dot(sunDir, normal));
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}
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vec3 desaturate(vec3 color)
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{
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return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
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}
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float dither(float brightness, vec2 inputUv)
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{
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float globalScale = 8;
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// constants
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float xRes = u_texInfo.z;
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float dotsPerSide = xRes / 16;
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float dotsTotal = dotsPerSide * dotsPerSide;
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float invXRes = 1 / xRes;
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float zRes = dotsTotal;
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float invZRes = 1 / zRes;
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float2 rampLookupUv = vec2((0.5 * invXRes + (1 - invXRes) * brightness), 0.5);
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float brightnessCurve = texture2D(s_rampSampler, rampLookupUv).r;
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// Magic dot frequency calculation
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float2 dx = ddx(inputUv);
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float2 dy = ddy(inputUv);
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float2x2 mat = float2x2(dx, dy);
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float4 vectorized = float4(dx, dy);
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float qq = dot(vectorized, vectorized);
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float rr = determinant(mat);
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float discriminantSqr = max(0.0, qq*qq - 4.0*rr*rr);
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float discriminant = sqrt(discriminantSqr);
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float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
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// Figuring out how many dots we want
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float scaleExp = exp2(globalScale);
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float spacing = freq.y * scaleExp;
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spacing *= dotsPerSide * 0.125;
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float brightnessSpacingMultiplier = pow(brightnessCurve * 2 + 0.001, -(1 - 0.5));
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// float brightnessSpacingMultiplier = 1;
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spacing *= brightnessSpacingMultiplier;
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float spacingLog = log2(spacing);
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int patternScaleLevel = floor(spacingLog);
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float patternFractional = spacingLog - patternScaleLevel;
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vec2 uv = inputUv / exp2(patternScaleLevel);
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// patternFractional *= patternFractional;
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// patternFractional = smoothstep(0, 1, patternFractional);
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float subLayer = lerp(0.25 * dotsTotal, dotsTotal, 1 - patternFractional);
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subLayer = (subLayer - 0.5) * invZRes;
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float pattern = texture3D(s_ditherSampler, vec3(uv, subLayer)).r;
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float contrast = 2 * scaleExp * brightnessSpacingMultiplier * 0.1;
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contrast *= pow(freq.y / freq.x, 1.0);
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float baseVal = lerp(0.5, brightness, saturate(1.05 / (1 + contrast)));
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float threshold = 1 - brightnessCurve + 0.6;
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return saturate((pattern - threshold) * contrast + baseVal);
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}
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void main()
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{
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// setup
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float testRadius = 30.0;
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float testSpeed = 1.0;
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vec3 testOffset = vec3(0.0, 0.0, 50.0);
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float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
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vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
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// lighting
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// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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// float brightness = 0.5;
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// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
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float r = dither(brightness * texColor.r, v_uv0);
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float g = dither(brightness * texColor.g, v_uv0);
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float b = dither(brightness * texColor.b, v_uv0);
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// float3 finalColor = vec3(r, g, b);
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float3 ditheredColor = dither(brightness, v_uv0);
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float3 finalColor = mix(u_baseColor, texColor, ditheredColor);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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