Keep old naive dither as an option.
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05b33078fb
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10 changed files with 145 additions and 36 deletions
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@ -1,6 +1,6 @@
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/*
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RetroFX palette reduction from MariENB
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(C)2012-2022 Marisa the Magician
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(C)2012-2023 Marisa the Magician
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*/
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vec3 rgb2hsv( vec3 c )
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{
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@ -26,12 +26,12 @@ void main()
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hsv.y = clamp(hsv.y*palsat,0.,1.);
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hsv.z = pow(max(hsv.z,0.),palpow);
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res.rgb = hsv2rgb(hsv);
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ivec2 dcoord = ivec2(int(coord.x*sfact.x)%dsize,int(coord.y*sfact.y)%dsize+doffset);
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float cstep = float(paldepth);
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float cdiv = 1./cstep;
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vec3 cl = floor(res.rgb*cstep)*cdiv;
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vec3 ch = ceil(res.rgb*cstep)*cdiv;
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vec3 cf = fract(res.rgb*cstep);
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ivec2 dcoord = ivec2(int(coord.x*sfact.x)%dsize,int(coord.y*sfact.y)%dsize+doffset);
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float dth = texelFetch(DitherTexture,dcoord,0).x*.9375+.03125;
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vec3 thr = vec3(step(dth,cf.r),step(dth,cf.g),step(dth,cf.b));
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res.rgb = mix(cl,ch,thr);
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36
shaders/glsl/mfx_palette_naive.fp
Normal file
36
shaders/glsl/mfx_palette_naive.fp
Normal file
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@ -0,0 +1,36 @@
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/*
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RetroFX palette reduction from MariENB
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(C)2012-2023 Marisa the Magician
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*/
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vec3 rgb2hsv( vec3 c )
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{
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vec4 K = vec4(0.,-1./3.,2./3.,-1.);
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vec4 p = (c.g<c.b)?vec4(c.bg,K.wz):vec4(c.gb,K.xy);
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vec4 q = (c.r<p.x)?vec4(p.xyw,c.r):vec4(c.r,p.yzx);
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float d = q.x-min(q.w,q.y);
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float e = 1.e-10;
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return vec3(abs(q.z+(q.w-q.y)/(6.*d+e)),d/(q.x+e),q.x);
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}
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vec3 hsv2rgb( vec3 c )
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{
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vec4 K = vec4(1.,2./3.,1./3.,3.);
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vec3 p = abs(fract(c.xxx+K.xyz)*6.-K.www);
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return c.z*mix(K.xxx,clamp(p-K.xxx,0.,1.),c.y);
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}
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec3 hsv = rgb2hsv(res.rgb);
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hsv.y = clamp(hsv.y*palsat,0.,1.);
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hsv.z = pow(max(hsv.z,0.),palpow);
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res.rgb = hsv2rgb(hsv);
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ivec2 dcoord = ivec2(int(coord.x*sfact.x)%dsize,int(coord.y*sfact.y)%dsize+doffset);
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res.rgb += (texelFetch(DitherTexture,dcoord,0).x-.5)*paldither;
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vec3 lc = clamp(floor(res.rgb*63.),0.,63.);
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ivec2 lcoord = ivec2(int(lc.r),int(lc.g)+int(lc.b)*64);
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lcoord.x += 64*palnum;
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res.rgb = texelFetch(PalLUTTexture,lcoord,0).rgb;
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FragColor = res;
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}
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