#version 450 // Gendither // // Copyright (C) 2013-2014 leilei // adapted for slang format by hunterk // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or (at your option) // any later version. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; // This table is a lazy jailbar pattern int erroredtable[16] = { 0,1,0,1, 16,15,16,15, 0,1,0,1, 16,15,16,15 }; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 final = texture(Source, vTexCoord).rgb; vec2 ditheu = vTexCoord.xy * params.SourceSize.xy; // Dither int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4! ivec3 color; ivec3 colord; color.r = int(final.r) * 224; color.g = int(final.g) * 224; color.b = int(final.b) * 224; int yeh = 0; int ohyes = 0; // looping through a lookup table matrix for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = erroredtable[yeh-15]; colord.r = color.r + ohyes; colord.g = color.g + ohyes; colord.b = color.b + ohyes; final.rgb += colord.rgb * 0.003921568627451; // divide by 255, i don't trust em // Reduce color depth float why = 1.0; vec3 reduceme = vec3(1.0); float radooct = 4.4; // 32 is usually the proper value // 4.4 was eyeballed reduceme.r = pow(final.r, why); reduceme.r *= radooct; reduceme.r = int(floor(reduceme.r)); reduceme.r /= radooct; reduceme.r = pow(reduceme.r, why); reduceme.g = pow(final.g, why); reduceme.g *= radooct; reduceme.g = int(floor(reduceme.g)); reduceme.g /= radooct; reduceme.g = pow(reduceme.g, why); reduceme.b = pow(final.b, why); reduceme.b *= radooct; reduceme.b = int(floor(reduceme.b)); reduceme.b /= radooct; reduceme.b = pow(reduceme.b, why); // Brightness cap reduceme.rgb = clamp(reduceme.rgb, vec3(0.0), vec3(0.875)); FragColor = vec4(reduceme.rgb, 1.0); }