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Refactor of luminance threshold logic (#495)
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@ -35,7 +35,7 @@ scale_y2 = "1.000000"
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textures = "COLOR_PALETTE;BACKGROUND"
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textures = "COLOR_PALETTE;BACKGROUND"
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COLOR_PALETTE = shaders/gameboy/resources/sample-palettes/w-palette.png
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COLOR_PALETTE = shaders/gameboy/resources/sample-palettes/b-w-palette.png
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COLOR_PALETTE_linear = "false"
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COLOR_PALETTE_linear = "false"
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COLOR_PALETTE_wrap_mode = "clamp_to_border"
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COLOR_PALETTE_wrap_mode = "clamp_to_border"
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COLOR_PALETTE_mipmap = "false"
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COLOR_PALETTE_mipmap = "false"
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@ -144,6 +144,9 @@ COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 dot_size;
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COMPAT_VARYING vec2 dot_size;
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COMPAT_VARYING vec2 one_texel;
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COMPAT_VARYING vec2 one_texel;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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@ -155,12 +158,16 @@ uniform COMPAT_PRECISION float color_toggle;
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uniform COMPAT_PRECISION float negative_toggle;
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uniform COMPAT_PRECISION float negative_toggle;
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uniform COMPAT_PRECISION float desaturate_toggle;
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uniform COMPAT_PRECISION float desaturate_toggle;
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#endif
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#endif
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////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////
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void main()
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void main()
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{
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{
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vec3 foreground_color = COMPAT_TEXTURE(COLOR_PALETTE, vec2(0.75, 0.5)).rgb;
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vec3 foreground_color = COMPAT_TEXTURE(COLOR_PALETTE, vec2(0.75, 0.5)).rgb;
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vec3 curr_rgb_original = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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vec3 curr_rgb_original = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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vec3 curr_rgb_negative = vec3(1.0) - curr_rgb_original;
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vec3 curr_rgb_negative = vec3(1.0) - curr_rgb_original;
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vec3 curr_rgb = mix(curr_rgb_original, curr_rgb_negative, step(0.5, negative_toggle));
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vec3 curr_rgb = mix(curr_rgb_original, curr_rgb_negative, step(0.5, negative_toggle));
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@ -170,29 +177,41 @@ void main()
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is_on_dot = 1.0;
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is_on_dot = 1.0;
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vec3 input_rgb = curr_rgb;
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vec3 input_rgb = curr_rgb;
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input_rgb += (texture2D(PrevTexture, TEX0.xy).rgb - input_rgb) * response_time;
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input_rgb += (texture2D(Prev1Texture, TEX0.xy).rgb - input_rgb) * pow(response_time, 2.0);
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input_rgb += (texture2D(Prev2Texture, TEX0.xy).rgb - input_rgb) * pow(response_time, 3.0);
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input_rgb += (texture2D(Prev3Texture, TEX0.xy).rgb - input_rgb) * pow(response_time, 4.0);
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input_rgb += (texture2D(Prev4Texture, TEX0.xy).rgb - input_rgb) * pow(response_time, 5.0);
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input_rgb += (texture2D(Prev5Texture, TEX0.xy).rgb - input_rgb) * pow(response_time, 6.0);
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input_rgb += (texture2D(Prev6Texture, TEX0.xy).rgb - input_rgb) * pow(response_time, 7.0);
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// Apply response time smoothing with a decreasing impact of each previous frame
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float base_factor = pow(response_time, 2.0); // Adjust the exponent for a smoother curve
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input_rgb += (COMPAT_TEXTURE(PrevTexture, TEX0.xy).rgb - input_rgb) * response_time;
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input_rgb += (COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb - input_rgb) * base_factor * 0.5;
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input_rgb += (COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb - input_rgb) * base_factor * 0.25;
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input_rgb += (COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb - input_rgb) * base_factor * 0.125;
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input_rgb += (COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb - input_rgb) * base_factor * 0.0625;
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input_rgb += (COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb - input_rgb) * base_factor * 0.03125;
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input_rgb += (COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb - input_rgb) * base_factor * 0.015625;
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// Calculate the alpha based on the weighted input RGB
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float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) / 3.0 + (is_on_dot * baseline_alpha);
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float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) / 3.0 + (is_on_dot * baseline_alpha);
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// Apply color toggle and mix the input color with the foreground color
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vec3 final_color = mix(input_rgb, foreground_color, color_toggle);
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vec3 final_color = mix(input_rgb, foreground_color, color_toggle);
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// luminance calculation
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// Luminance calculation for desaturation
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float luminance = dot(final_color, vec3(0.299, 0.587, 0.114));
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float luminance = dot(final_color, vec3(0.299, 0.587, 0.114));
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final_color = mix(final_color, vec3(luminance), desaturate_toggle); // Mix color
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final_color = mix(final_color, vec3(luminance), desaturate_toggle);
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vec4 out_color = vec4(final_color, rgb_to_alpha);
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vec4 out_color = vec4(final_color, rgb_to_alpha);
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// Determine if all elements should be considered as "on dot" based on color_toggle
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if (color_toggle > 0.5) {
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out_color.a *= is_on_dot; // Treat all pixels as "on dot"
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} else {
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// Adjust alpha transparency based on luminance threshold
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if (dot(input_rgb, vec3(0.299, 0.587, 0.114)) > 0.85) {
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if (dot(input_rgb, vec3(0.299, 0.587, 0.114)) > 0.85) {
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out_color.a = 1.0;
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out_color.a = 1.0; // Fully opaque if luminance is high enough
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} else {
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} else {
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out_color.a *= is_on_dot;
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out_color.a *= is_on_dot; // Only apply dot masking if necessary
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}
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}
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}
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gl_FragColor = out_color;
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gl_FragColor = out_color;
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}
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}
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