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shaders/2D/indexed/indexed_dither.glsl

42 lines
1.2 KiB

#iChannel0 "file://./Textures/colorful.jpg"
#iChannel0::WrapMode "Mirror"
#iChannel1 "file://./Textures/palette_LUT_opt.png"
#iChannel1::MinFilter "Nearest"
#iChannel1::MagFilter "Nearest"
#iChannel1::WrapMode "Mirror"
mat4 bayerIndex = mat4(
vec4(00.0/16.0, 12.0/16.0, 03.0/16.0, 15.0/16.0),
vec4(08.0/16.0, 04.0/16.0, 11.0/16.0, 07.0/16.0),
vec4(02.0/16.0, 14.0/16.0, 01.0/16.0, 13.0/16.0),
vec4(10.0/16.0, 06.0/16.0, 09.0/16.0, 05.0/16.0));
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void mainImage ( out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord/iResolution.y);
vec4 col = vec4(0,0,0,1.0);
vec3 texCol = texture(iChannel0, uv).rgb;
float bayerVal = bayerIndex[int(fragCoord.x) % 4][int(fragCoord.y) % 4];
texCol.r = step(bayerVal, texCol.r);
texCol.g = step(bayerVal, texCol.g);
texCol.b = step(bayerVal, texCol.b);
texCol = pow(texCol, vec3(2.2));
vec2 coords;
coords.x = texCol.r;
coords.y = (texCol.g*63.+floor(texCol.b*63.)*64.)/(4095.);
vec3 tmp = texture(iChannel1, coords).rgb;
col.rgb = tmp;
fragColor = col;
}