goodnight_jellybean/godot/assets/effects/dithering/screen_space_shader.tres

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[gd_resource type="Shader" format=3 uid="uid://bi2mnyrhgg2cb"]
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[resource]
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code = "shader_type canvas_item;
// Color space code from
// HSV: https://godotshaders.com/shader/hsv-adjustment/
// LAB/XYZ: https://gist.github.com/msbarry/cd98f928542f5152111a
// Note: don't use the XYZ space, but sources use it to convert to LAB
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float param : hint_range(0.0, 255.0, 1.0);
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 rgb2xyz(vec3 c) {
float R = ((c.r > 0.04045) ? pow((( c.r + 0.055 ) / 1.055), 2.4) : (c.r / 12.92)) * 100.0;
float G = ((c.g > 0.04045) ? pow((( c.g + 0.055 ) / 1.055), 2.4) : (c.g / 12.92)) * 100.0;
float B = ((c.b > 0.04045) ? pow((( c.b + 0.055 ) / 1.055), 2.4) : (c.b / 12.92)) * 100.0;
float X = R * 0.4124 + G * 0.3576 + B * 0.1805;
float Y = R * 0.2126 + G * 0.7152 + B * 0.0722;
float Z = R * 0.0193 + G * 0.1192 + B * 0.9505;
return vec3(X, Y, Z);
}
vec3 xyz2rgb(vec3 c) {
float X = c.x / 100.0;
float Y = c.y / 100.0;
float Z = c.z / 100.0;
float R = X * 3.2406 + Y * -1.5372 + Z * -0.4986;
float G = X * -0.9689 + Y * 1.8758 + Z * 0.0415;
float B = X * 0.0557 + Y * -0.2040 + Z * 1.0570;
R = ((R > 0.0031308) ? (1.055 * ( pow( R, 1./2.4 ) ) - 0.055) : (12.92 * R));
G = ((G > 0.0031308) ? (1.055 * ( pow( G, 1./2.4 ) ) - 0.055) : (12.92 * G));
B = ((B > 0.0031308) ? (1.055 * ( pow( B, 1./2.4 ) ) - 0.055) : (12.92 * B));
return vec3(R, G, B);
}
vec3 xyz2lab(vec3 c) {
float X = c.x / 95.047;
float Y = c.y / 100.0;
float Z = c.z / 108.883;
X = ((X > 0.008856) ? (pow( X, 1./3.)) : (( 7.787 * X ) + ( 16./116.)));
Y = ((Y > 0.008856) ? (pow( Y, 1./3.)) : (( 7.787 * Y ) + ( 16./116.)));
Z = ((Z > 0.008856) ? (pow( Z, 1./3.)) : (( 7.787 * Z ) + ( 16./116.)));
float L = ( 116. * Y ) - 16.;
float a = 500. * ( X - Y );
float b = 200. * ( Y - Z );
return vec3(L, a, b);
}
vec3 lab2xyz(vec3 c) {
float L = c.x;
float a = c.y;
float b = c.z;
float Y = ( L + 16. ) / 116.;
float X = a / 500. + Y;
float Z = Y - b / 200.;
Y = ((pow(Y,3.) > 0.008856) ? (pow(Y,3.)) : ((Y - 16. / 116.) / 7.787));
X = ((pow(X,3.) > 0.008856) ? (pow(X,3.)) : ((X - 16. / 116.) / 7.787));
Z = ((pow(Z,3.) > 0.008856) ? (pow(Z,3.)) : ((Z - 16. / 116.) / 7.787));
float ref_X = 95.047;
float ref_Y = 100.0;
float ref_Z = 108.883;
return vec3(ref_X * X, ref_Y * Y, ref_Z * Z);
}
vec3 band_colors(vec3 rgb)
{
return round(rgb * param) / param;
}
vec3 band_colors_preserve_hue_lum(vec3 rgb)
{
vec3 hsv = rgb2hsv(rgb);
hsv.r = round(hsv.r * param) / param;
vec3 lab = xyz2lab(rgb2xyz(rgb));
lab.r = round(lab.r * (param / 100.0)) / (param / 100.0);
// Into HSV
vec2 sv = rgb2hsv(xyz2rgb(lab2xyz(lab))).gb;
hsv.gb = sv;
return hsv2rgb(hsv);
}
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uniform float scale = 2.0;
uniform int grid = 5;
vec3 band_dither(vec3 rgb, vec2 uv)
{
uv *= (1.0 / scale);
int x = int(mod(uv.x, float(grid))) + 1;
int y = int(mod(uv.y, float(grid))) + 1;
vec3 hsv = rgb2hsv(rgb);
int g = int(round(mix(float(grid), float(2), fract(hsv.r * param))));
if (x % g == 0 && y % g == 0) {
hsv.r = ceil(hsv.r * param) / param;
} else {
hsv.r = floor(hsv.r * param) / param;
}
vec3 lab = xyz2lab(rgb2xyz(rgb));
if (x % g == 0 && y % g == 0) {
lab.r = ceil(lab.r * (param / 100.0)) / (param / 100.0);
} else {
lab.r = floor(lab.r * (param / 100.0)) / (param / 100.0);
}
// Into HSV
vec2 sv = rgb2hsv(xyz2rgb(lab2xyz(lab))).gb;
hsv.gb = sv;
return hsv2rgb(hsv);
}
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uniform float anim_period : hint_range(0.1, 5, 0.01);
void fragment()
{
vec3 rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 banded_preserved = band_dither(rgb, FRAGCOORD.xy);
//vec3 banded_nostalgia = band_colors(rgb);
//float weight = mod(TIME, anim_period) / anim_period;
//float double_weight = mod(TIME, anim_period*2.0) / (anim_period*2.0);
//weight = double_weight > 0.5 ? (1.-weight) : weight;
//vec3 mixed = mix(banded_nostalgia, banded_preserved, weight);
//COLOR.rgb = mixed;
COLOR.rgb = banded_preserved;
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}
"