- Complete RetroFX filter (downscale+palette). - Additional palettes, extending to the full range of 64. - Localization support (just English for now). - Better slider input (shift for 10x increments, alt for 5x increments) - Use nosave cvars for performance and so they don't end up in savegames. - A lot of cleanup.
54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
/*
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RetroFX palette reduction from MariENB
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(C)2012-2021 Marisa Kirisame
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*/
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vec3 rgb2hsv( vec3 c )
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{
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vec4 K = vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);
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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 = 1.0e-10;
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return vec3(abs(q.z+(q.w-q.y)/(6.0*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(1.0,2.0/3.0,1.0/3.0,3.0);
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vec3 p = abs(fract(c.xxx+K.xyz)*6.0-K.www);
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return c.z*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),c.y);
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}
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void main()
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{
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#define d(x) x/64.0
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float dither8[64] = float[]
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(
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d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
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d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
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d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
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d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
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d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
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d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
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d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
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d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
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);
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#undef d
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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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if ( res.r <= 0.0 ) res.r -= paldither;
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if ( res.g <= 0.0 ) res.g -= paldither;
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if ( res.b <= 0.0 ) res.b -= paldither;
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if ( res.r >= 1.0 ) res.r += paldither;
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if ( res.g >= 1.0 ) res.g += paldither;
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if ( res.b >= 1.0 ) res.b += paldither;
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res.rgb += paldither*dither8[int(coord.x*sfact.x)%8+int(coord.y*sfact.y)%8*8]-0.5*paldither;
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vec3 lc = clamp(floor(res.rgb*64),0,63);
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ivec2 lcoord = ivec2(lc.r,lc.g+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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