add anti-flicker shader

This commit is contained in:
hunterk 2020-02-16 09:41:42 -06:00
parent c6a82efb2d
commit 28f08dcfea

130
misc/anti-flicker.glsl Normal file
View File

@ -0,0 +1,130 @@
/*
Anti-Flicker shader
by hunterk
License: public domain
This shader detects large variations in luminance from frame to frame
and then blends frames to smooth the transition. In flicker-based
shadow effects, this should result in true transparency.
*/
#pragma parameter lum_diff_thresh "Flicker Luma Diff. Threshold" 0.5 0.0 1.0 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D PrevTexture;
uniform sampler2D Prev1Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float lum_diff_thresh;
#else
#define lum_diff_thresh 0.5
#endif
vec3 RGBtoYIQ(vec3 RGB)
{
const mat3 m = mat3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114);
return RGB * m;
}
vec3 YIQtoRGB(vec3 YIQ)
{
const mat3 m = mat3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
return YIQ * m;
}
void main()
{
vec3 curr = RGBtoYIQ(COMPAT_TEXTURE(Source, vTexCoord).rgb);
vec3 prev0 = RGBtoYIQ(COMPAT_TEXTURE(PrevTexture, vTexCoord).rgb);
vec3 prev1 = RGBtoYIQ(COMPAT_TEXTURE(Prev1Texture, vTexCoord).rgb);
if((abs(curr.r - prev0.r) > lum_diff_thresh) && (abs(curr.r - prev1.r) < 1.0 - lum_diff_thresh))
FragColor.rgb = (prev0 + curr) / 2.;
else
FragColor.rgb = curr;
FragColor.rgb = YIQtoRGB(FragColor.rgb);
FragColor.a = 1.0;
}
#endif