Less naive palette shader.

This commit is contained in:
Marisa the Magician 2023-02-26 16:31:20 +01:00
commit a0521259a7
14 changed files with 57 additions and 7 deletions

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@ -119,7 +119,8 @@ nosave bool mfx_palenable = false;
nosave int mfx_palnum = 0;
nosave float mfx_palsat = 1.;
nosave float mfx_palpow = 1.;
nosave float mfx_paldither = .05;
nosave int mfx_paldither = 3;
nosave int mfx_paldepth = 6;
nosave string mfx_presetname = "Unnamed";

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@ -191,6 +191,8 @@ HardwareShader postprocess scene
Uniform vec2 sfact
Uniform float palsat
Uniform float palpow
Uniform float paldither
Uniform int paldepth
Uniform int dsize
Uniform int doffset
Uniform int palnum
}

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@ -78,6 +78,11 @@ MFX_PALETTE61="RGB3";
MFX_PALETTE62="RGB4";
MFX_PALETTE63="RGB5";
MFX_PALETTE64="RGB6";
MFX_DITHER1="Checkerboard";
MFX_DITHER2="Bayer 2x2";
MFX_DITHER3="Bayer 4x4";
MFX_DITHER4="Bayer 8x8";
MFX_DITHER5="Bayer 16x16";
MFX_LUT1="Skyrim Day";
MFX_LUT2="Skyrim Interior Day";
MFX_LUT3="Skyrim Interior Night";
@ -226,6 +231,7 @@ MFX_PALNUM="Palette";
MFX_PALSAT="Saturation";
MFX_PALPOW="Gamma";
MFX_PALDITHER="Dithering";
MFX_PALDEPTH="Depth";
MFX_PRESETNUM="Preset Slot";
MFX_PRESETNAME="Preset Name";
MFX_LOADPRESET="Load Preset";

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@ -105,6 +105,15 @@ OptionValue "MFXPalette"
63, "$MFX_PALETTE64"
}
OptionValue "MFXDither"
{
0, "$MFX_DITHER1"
1, "$MFX_DITHER2"
2, "$MFX_DITHER3"
3, "$MFX_DITHER4"
4, "$MFX_DITHER5"
}
OptionValue "MFXLUT"
{
0, "$MFX_LUT1"
@ -308,6 +317,7 @@ OptionMenu "MFXOptionsMenu"
Option "$MFX_PALNUM", "mfx_palnum", "MFXPalette"
MFXSlider "$MFX_PALSAT", "mfx_palsat", 0, 2, 0.01, 2
MFXSlider "$MFX_PALPOW", "mfx_palpow", 0, 2, 0.01, 2
MFXSlider "$MFX_PALDITHER", "mfx_paldither", 0, 1, 0.01, 2
Option "$MFX_PALDITHER", "mfx_paldither", "MFXDither"
MFXSlider "$MFX_PALDEPTH", "mfx_paldepth", 1, 6, 1, 0
SafeCommand "$MFX_RESET", "event resetmfxvars 7"
}

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@ -26,9 +26,16 @@ void main()
hsv.y = clamp(hsv.y*palsat,0.,1.);
hsv.z = pow(max(hsv.z,0.),palpow);
res.rgb = hsv2rgb(hsv);
ivec2 dcoord = ivec2(int(coord.x*sfact.x)%8,int(coord.y*sfact.y)%8);
res.rgb += paldither*texelFetch(DitherTexture,dcoord,0).x-.5*paldither;
vec3 lc = clamp(floor(res.rgb*64),0,63);
float cstep = float(paldepth);
float cdiv = 1./cstep;
vec3 cl = floor(res.rgb*cstep)*cdiv;
vec3 ch = ceil(res.rgb*cstep)*cdiv;
vec3 cf = fract(res.rgb*cstep);
ivec2 dcoord = ivec2(int(coord.x*sfact.x)%dsize,int(coord.y*sfact.y)%dsize+doffset);
float dth = texelFetch(DitherTexture,dcoord,0).x*.9375+.03125;
vec3 thr = vec3(step(dth,cf.r),step(dth,cf.g),step(dth,cf.b));
res.rgb = mix(cl,ch,thr);
vec3 lc = clamp(floor(res.rgb*64.),0.,63.);
ivec2 lcoord = ivec2(lc.r,lc.g+lc.b*64);
lcoord.x += 64*palnum;
res.rgb = texelFetch(PalLUTTexture,lcoord,0).rgb;

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@ -164,8 +164,31 @@ Class MariFXHandler : StaticEventHandler
Shader.SetUniform2f(p,"mfx_palette","sfact",mfx_retroenable?bresl:rresl);
Shader.SetUniform1f(p,"mfx_palette","palsat",mfx_palsat);
Shader.SetUniform1f(p,"mfx_palette","palpow",mfx_palpow);
Shader.SetUniform1i(p,"mfx_palette","paldepth",mfx_paldepth);
switch ( mfx_paldither )
{
case 1:
Shader.SetUniform1i(p,"mfx_palette","dsize",2);
Shader.SetUniform1i(p,"mfx_palette","doffset",2);
break;
case 2:
Shader.SetUniform1i(p,"mfx_palette","dsize",4);
Shader.SetUniform1i(p,"mfx_palette","doffset",4);
break;
case 3:
Shader.SetUniform1i(p,"mfx_palette","dsize",8);
Shader.SetUniform1i(p,"mfx_palette","doffset",8);
break;
case 4:
Shader.SetUniform1i(p,"mfx_palette","dsize",16);
Shader.SetUniform1i(p,"mfx_palette","doffset",16);
break;
default:
Shader.SetUniform1i(p,"mfx_palette","dsize",2);
Shader.SetUniform1i(p,"mfx_palette","doffset",0);
break;
}
Shader.SetUniform1i(p,"mfx_palette","palnum",mfx_palnum);
Shader.SetUniform1f(p,"mfx_palette","paldither",mfx_paldither);
}
override void ConsoleProcess( ConsoleEvent e )
{
@ -297,6 +320,7 @@ Class MariFXHandler : StaticEventHandler
CVar.FindCVar('mfx_palsat').ResetToDefault();
CVar.FindCVar('mfx_palpow').ResetToDefault();
CVar.FindCVar('mfx_paldither').ResetToDefault();
CVar.FindCVar('mfx_paldepth').ResetToDefault();
break;
case 8:
CVar.FindCVar('mfx_lsharpenable').ResetToDefault();