annotate sdr/dither.p.glsl @ 5:e09cbb2e9d4f
metaballs
author |
John Tsiombikas <nuclear@member.fsf.org> |
date |
Mon, 18 Feb 2013 03:46:52 +0200 |
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c45c7a1f7d9d |
children |
5f99c4c7a9fe |
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line source |
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1 uniform sampler2D framebuf, dither_tex;
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2 uniform int dither_levels, dither_size;
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3
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4 void main()
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5 {
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6 float levels = float(dither_levels);
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7
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8 vec4 pixel = texture2D(framebuf, gl_TexCoord[0].xy);
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9 float lum = dot(pixel.xyz, vec3(0.2126, 0.7152, 0.0722));
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10 float coord_shift = floor(lum * levels) / levels;
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11
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12 vec2 dsz2 = vec2(float(dither_size), float(dither_size));
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13
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14 vec2 coord = mod(gl_FragCoord.xy, dsz2) / float(dither_size);
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15 coord.y = coord.y / levels + coord_shift;
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16 float val = texture2D(dither_tex, coord).x;
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17
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18 const vec3 dark_col = vec3(0.043, 0.286, 0.337);
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19 const vec3 bright_col = vec3(0.965, 0.778, 0.555);
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20
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21 gl_FragColor = vec4(mix(dark_col, bright_col, val), 1.0);
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22 }
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