diff --git a/dithering/blue_noise.slangp b/dithering/blue_noise.slangp new file mode 100644 index 00000000..885a0053 --- /dev/null +++ b/dithering/blue_noise.slangp @@ -0,0 +1,12 @@ +shaders = "1" +shader0 = "shaders/blue_noise.slang" +filter_linear0 = "false" +scale_type0 = viewport + +parameters = "COLOR_DEPTH;DITHER_TUNE;EGA_PALETTE" +COLOR_DEPTH = "2.0" +DITHER_TUNE = "0.0" +EGA_PALETTE = "0.0" + +textures = "BlueNoiseTexture" +BlueNoiseTexture = shaders/blue-noise/LDR_RGB1_0.png diff --git a/dithering/blue_noise_dynamic_4Bit.slangp b/dithering/blue_noise_dynamic_4Bit.slangp new file mode 100644 index 00000000..8f3f7033 --- /dev/null +++ b/dithering/blue_noise_dynamic_4Bit.slangp @@ -0,0 +1,13 @@ +shaders = "1" +shader0 = "shaders/blue_noise_dynamic.slang" +filter_linear0 = "false" +scale_type0 = viewport + +parameters = "COLOR_DEPTH;DITHER_TUNE;EGA_PALETTE" +COLOR_DEPTH = "4.0" +DITHER_TUNE = "0.0" +EGA_PALETTE = "0.0" + +textures = "BlueNoiseTexture0" +BlueNoiseTexture0 = shaders/blue-noise/LDR_RGB1_0.png + diff --git a/dithering/blue_noise_dynamic_monochrome.slangp b/dithering/blue_noise_dynamic_monochrome.slangp new file mode 100644 index 00000000..86ba5087 --- /dev/null +++ b/dithering/blue_noise_dynamic_monochrome.slangp @@ -0,0 +1,14 @@ +shaders = "1" +shader0 = "shaders/blue_noise_dynamic.slang" +filter_linear0 = "false" +scale_type0 = viewport + +parameters = "COLOR_DEPTH;DITHER_TUNE;MONOCHROME;EGA_PALETTE" +COLOR_DEPTH = "2.0" +DITHER_TUNE = "0.0" +MONOCHROME = "1.0" +EGA_PALETTE = "0.0" + +textures = "BlueNoiseTexture0" +BlueNoiseTexture0 = shaders/blue-noise/LDR_RGB1_0.png + diff --git a/dithering/shaders/blue-noise/LDR_RGB1_0.png b/dithering/shaders/blue-noise/LDR_RGB1_0.png new file mode 100644 index 00000000..f36ebc36 Binary files /dev/null and b/dithering/shaders/blue-noise/LDR_RGB1_0.png differ diff --git a/dithering/shaders/blue_noise.slang b/dithering/shaders/blue_noise.slang new file mode 100644 index 00000000..43e84807 --- /dev/null +++ b/dithering/shaders/blue_noise.slang @@ -0,0 +1,220 @@ +#version 450 +/* + * gizmo98 blue noise dithering shader + * Copyright (C) 2023 gizmo98 + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the Free + * Software Foundation; either version 2 of the License, or (at your option) + * any later version. + * + * version 0.1, 16.05.2023 + * --------------------------------------------------------------------------------------- + * - initial commit + * + * https://github.com/gizmo98/gizmo-crt-shader + * + * uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX + * uses blue noise texture from http://momentsingraphics.de/BlueNoise.html + */ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float COLOR_DEPTH; + float DITHER_TUNE; + float MONOCHROME; + float EGA_PALETTE; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter COLOR_DEPTH "Color depth in Bits" 1.0 1.0 8.0 1.0 +#pragma parameter DITHER_TUNE "Tune dithering" 0.0 -64.0 64.0 1.0 +#pragma parameter MONOCHROME "Monochrome" 0.0 0.0 1.0 1.0 +#pragma parameter EGA_PALETTE "EGA palette" 0.0 0.0 1.0 1.0 + + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D BlueNoiseTexture; + +vec4 DitherPattern(vec4 col, vec2 coord) +{ + vec4 color = texelFetch(BlueNoiseTexture,ivec2(coord),0); + if (params.MONOCHROME == 1.0) + color.rgb = color.rrr; + + vec3 threshold = color.rgb; + + float multiplier = pow(2.0,8.0 - params.COLOR_DEPTH) - 1.0; + + threshold = threshold - 0.5; + threshold *= ((multiplier + params.DITHER_TUNE) / 255.0); + + col.rgb += threshold; + return col; +} + +vec2 saturateA(in vec2 x) +{ + return clamp(x, 0.0, 1.0); +} + +vec2 magnify(in vec2 uv, in vec2 res) +{ + uv *= res; + return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy; +} + +vec4 textureAA(in vec2 uv){ + vec2 texSize = textureSize(Source,0); + vec2 st = uv*texSize.xy; + + vec2 ist = floor(st); + vec4 col = texture(Source, uv); + + if (params.MONOCHROME == 1.0) + col.rgb = vec3(col.r + col.g + col.b) / 3.0; + + col = DitherPattern(col , ist + 0.5); + return col; +} + +vec4 ColorDepthReduction(vec4 col) +{ + float divider = pow(2.0,params.COLOR_DEPTH) - 1.0; + col.rgb *= divider; + col.rgb = floor(col.rgb) + step(0.5, fract(col.rgb)); + col.rgb /= divider; + return col; +} + +vec4 EGAPalette(vec4 col) +{ + float divider = 3.0; + vec3 c = floor(col.rgb * divider) + step(0.5, fract(col.rgb * divider)); + if (c.rgb == vec3(0.0,0.0,0.0) || + c.rgb == vec3(1.0,1.0,1.0) || + c.rgb == vec3(2.0,2.0,2.0) || + c.rgb == vec3(3.0,3.0,3.0) || + c.rgb == vec3(2.0,1.0,0.0)) + col.rgb = col.rgb; + // bright green + else if (c.rgb == vec3(0.0,3.0,0.0)|| + c.rgb == vec3(0.0,3.0,2.0)|| + c.rgb == vec3(2.0,3.0,0.0)|| + c.rgb == vec3(0.0,3.0,1.0)|| + c.rgb == vec3(1.0,3.0,1.0)|| + c.rgb == vec3(1.0,3.0,0.0)|| + c.rgb == vec3(2.0,3.0,1.0)|| + c.rgb == vec3(2.0,3.0,2.0)) + col.rgb = vec3(1.0,3.0,1.0) / divider; + // green + else if (c.rgb == vec3(0.0,2.0,0.0)|| + c.rgb == vec3(0.0,2.0,1.0)|| + c.rgb == vec3(0.0,1.0,0.0)|| + c.rgb == vec3(0.0,1.0,1.0)|| + c.rgb == vec3(1.0,2.0,1.0)|| + c.rgb == vec3(1.0,2.0,0.0)|| + c.rgb == vec3(0.0,1.0,1.0)) + col.rgb = vec3(0.0,2.0,0.0) / divider; + // bright red + else if (c.rgb == vec3(3.0,0.0,0.0)|| + c.rgb == vec3(3.0,0.0,1.0)|| + c.rgb == vec3(3.0,1.0,0.0)|| + c.rgb == vec3(3.0,1.0,1.0)) + col.rgb = vec3(3.0,1.0,1.0) / divider; + // red + else if (c.rgb == vec3(2.0,0.0,0.0)|| + c.rgb == vec3(2.0,0.0,1.0)|| + c.rgb == vec3(1.0,0.0,0.0)) + col.rgb = vec3(2.0,0.0,0.0) / divider; + // bright cyan + else if (c.rgb == vec3(0.0,3.0,3.0)|| + c.rgb == vec3(1.0,3.0,3.0)|| + c.rgb == vec3(2.0,3.0,3.0)) + col.rgb = vec3(1.0,3.0,3.0) / divider; + // cyan + else if (c.rgb == vec3(0.0,2.0,2.0)|| + c.rgb == vec3(1.0,2.0,2.0)) + col.rgb = vec3(0.0,2.0,2.0) / divider; + // bright blue + else if (c.rgb == vec3(0.0,2.0,3.0)|| + c.rgb == vec3(1.0,2.0,3.0)|| + c.rgb == vec3(0.0,0.0,3.0)) + col.rgb = vec3(1.0,1.0,3.0) / divider; + // blue + else if (c.rgb == vec3(0.0,0.0,2.0)|| + c.rgb == vec3(0.0,0.0,1.0)|| + c.rgb == vec3(0.0,1.0,2.0)|| + c.rgb == vec3(1.0,1.0,3.0)|| + c.rgb == vec3(0.0,1.0,3.0)) + col.rgb = vec3(0.0,0.0,2.0) / divider; + // brown + else if (c.rgb == vec3(2.0,1.0,0.0)|| + c.rgb == vec3(2.0,1.0,1.0)|| + c.rgb == vec3(1.0,1.0,0.0)) + col.rgb = vec3(2.0,1.0,0.0) / divider; + // bright yellow + else if (c.rgb == vec3(3.0,3.0,0.0)|| + c.rgb == vec3(3.0,3.0,1.0)|| + c.rgb == vec3(3.0,3.0,2.0)|| + c.rgb == vec3(2.0,2.0,0.0)|| + c.rgb == vec3(2.0,2.0,1.0)) + col.rgb = vec3(3.0,3.0,1.0) / divider; + // magenta + else if (c.rgb == vec3(2.0,0.0,2.0)|| + c.rgb == vec3(2.0,0.0,3.0)|| + c.rgb == vec3(2.0,1.0,2.0)|| + c.rgb == vec3(2.0,1.0,3.0)) + col.rgb = vec3(2.0,0.0,2.0) / divider; + // bright magenta + else if (c.rgb == vec3(3.0,0.0,2.0)|| + c.rgb == vec3(3.0,0.0,3.0)|| + c.rgb == vec3(3.0,2.0,3.0)|| + c.rgb == vec3(3.0,1.0,3.0)|| + c.rgb == vec3(3.0,1.0,2.0)) + col.rgb = vec3(3.0,1.0,3.0) / divider; + else if (c.r == 0.0) + col.gb = step(2.0,c.gb) * 2.0 / divider; + else if (c.g == 0.0) + col.rb = step(2.0,c.rb) * 2.0 / divider; + else if (c.b == 0.0) + col.rg = step(2.0,c.rg) * 2.0 / divider; + else if (c.r == 3.0) + col.gb = step(1.0,c.gb) / divider; + else if (c.g == 3.0) + col.rb = step(1.0,c.rb) / divider; + else if (c.b == 3.0) + col.rg = step(1.0,c.rg) / divider; + return col; +} + +void main() +{ + vec2 texcoord = vTexCoord.xy; + FragColor = textureAA(texcoord); + FragColor = ColorDepthReduction(FragColor); + if (params.EGA_PALETTE == 1.0) + FragColor = EGAPalette(FragColor); +} diff --git a/dithering/shaders/blue_noise_dynamic.slang b/dithering/shaders/blue_noise_dynamic.slang new file mode 100644 index 00000000..2151884e --- /dev/null +++ b/dithering/shaders/blue_noise_dynamic.slang @@ -0,0 +1,248 @@ +#version 450 +/* + * gizmo98 blue noise dithering shader + * Copyright (C) 2023 gizmo98 + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the Free + * Software Foundation; either version 2 of the License, or (at your option) + * any later version. + * + * version 0.1, 16.05.2023 + * --------------------------------------------------------------------------------------- + * - initial commit + * + * https://github.com/gizmo98/gizmo-crt-shader + * + * uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX + * uses blue noise texture from http://momentsingraphics.de/BlueNoise.html + */ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float COLOR_DEPTH; + float DITHER_TUNE; + float MONOCHROME; + float EGA_PALETTE; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter COLOR_DEPTH "Color depth in Bits" 1.0 1.0 8.0 1.0 +#pragma parameter DITHER_TUNE "Tune dithering" 0.0 -64.0 64.0 1.0 +#pragma parameter MONOCHROME "Monochrome" 0.0 0.0 1.0 1.0 +#pragma parameter EGA_PALETTE "EGA palette" 0.0 0.0 1.0 1.0 + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D BlueNoiseTexture0; + +vec4 DitherPattern(vec4 col, vec2 coord) +{ + float count = floor(fract(params.FrameCount / 11.0) * 11.0); + vec2 texSize = vec2(textureSize(BlueNoiseTexture0,0)); + + coord = fract(coord/ texSize) * texSize; + vec4 color; + + if (count == 0.0) + color = texelFetch(BlueNoiseTexture0,ivec2(coord),0); + else if (count == 1.0) + color = texelFetch(BlueNoiseTexture0,ivec2(coord.y,coord.x),0).brga; + else if (count == 2.0) + color = texelFetch(BlueNoiseTexture0,ivec2(coord),0).gbra; + else if (count == 3.0) + color = texelFetch(BlueNoiseTexture0,ivec2(coord.y,coord.x),0).rbga; + else if (count == 4.0) + color = texelFetch(BlueNoiseTexture0,ivec2(coord),0).bgra; + else if (count == 5.0) + color = texelFetch(BlueNoiseTexture0,ivec2(coord.y,coord.x),0).grba; + else if (count == 6.0) + color = texelFetch(BlueNoiseTexture0,ivec2(texSize - coord),0); + else if (count == 7.0) + color = texelFetch(BlueNoiseTexture0,ivec2(texSize.y - coord.y,texSize.x - coord.x),0).brga; + else if (count == 8.0) + color = texelFetch(BlueNoiseTexture0,ivec2(texSize - coord),0).gbra; + else if (count == 9.0) + color = texelFetch(BlueNoiseTexture0,ivec2(texSize.y - coord.y,texSize.x - coord.x),0).rbga; + else if (count == 10.0) + color = texelFetch(BlueNoiseTexture0,ivec2(texSize - coord),0).bgra; + else if (count == 11.0) + color = texelFetch(BlueNoiseTexture0,ivec2(texSize.y - coord.y,texSize.x - coord.x),0).grba; + + if (params.MONOCHROME == 1.0) + color.rgb = color.rrr; + + vec3 threshold = color.rgb; + float multiplier = pow(2.0,8.0 - params.COLOR_DEPTH) - 1.0; + + threshold = threshold - 0.5; + threshold *= ((multiplier + params.DITHER_TUNE) / 255.0); + + col.rgb += threshold; + return col; +} + +vec2 saturateA(in vec2 x) +{ + return clamp(x, 0.0, 1.0); +} + +vec2 magnify(in vec2 uv, in vec2 res) +{ + uv *= res; + return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy; +} + +vec4 textureAA(in vec2 uv){ + vec2 texSize = textureSize(Source,0); + vec2 st = uv*texSize.xy; + + vec2 ist = floor(st); + vec4 col = texture(Source, uv); + + if (params.MONOCHROME == 1.0) + col.rgb = vec3(col.r + col.g + col.b) / 3.0; + + col = DitherPattern(col , ist + 0.5); + return col; +} + +vec4 ColorDepthReduction(vec4 col) +{ + float divider = pow(2.0,params.COLOR_DEPTH) - 1.0; + col.rgb *= divider; + col.rgb = floor(col.rgb) + step(0.5, fract(col.rgb)); + col.rgb /= divider; + return col; +} + +vec4 EGAPalette(vec4 col) +{ + float divider = 3.0; + vec3 c = floor(col.rgb * divider) + step(0.5, fract(col.rgb * divider)); + if (c.rgb == vec3(0.0,0.0,0.0) || + c.rgb == vec3(1.0,1.0,1.0) || + c.rgb == vec3(2.0,2.0,2.0) || + c.rgb == vec3(3.0,3.0,3.0) || + c.rgb == vec3(2.0,1.0,0.0)) + col.rgb = col.rgb; + // bright green + else if (c.rgb == vec3(0.0,3.0,0.0)|| + c.rgb == vec3(0.0,3.0,2.0)|| + c.rgb == vec3(2.0,3.0,0.0)|| + c.rgb == vec3(0.0,3.0,1.0)|| + c.rgb == vec3(1.0,3.0,1.0)|| + c.rgb == vec3(1.0,3.0,0.0)|| + c.rgb == vec3(2.0,3.0,1.0)|| + c.rgb == vec3(2.0,3.0,2.0)) + col.rgb = vec3(1.0,3.0,1.0) / divider; + // green + else if (c.rgb == vec3(0.0,2.0,0.0)|| + c.rgb == vec3(0.0,2.0,1.0)|| + c.rgb == vec3(0.0,1.0,0.0)|| + c.rgb == vec3(0.0,1.0,1.0)|| + c.rgb == vec3(1.0,2.0,1.0)|| + c.rgb == vec3(1.0,2.0,0.0)|| + c.rgb == vec3(0.0,1.0,1.0)) + col.rgb = vec3(0.0,2.0,0.0) / divider; + // bright red + else if (c.rgb == vec3(3.0,0.0,0.0)|| + c.rgb == vec3(3.0,0.0,1.0)|| + c.rgb == vec3(3.0,1.0,0.0)|| + c.rgb == vec3(3.0,1.0,1.0)) + col.rgb = vec3(3.0,1.0,1.0) / divider; + // red + else if (c.rgb == vec3(2.0,0.0,0.0)|| + c.rgb == vec3(2.0,0.0,1.0)|| + c.rgb == vec3(1.0,0.0,0.0)) + col.rgb = vec3(2.0,0.0,0.0) / divider; + // bright cyan + else if (c.rgb == vec3(0.0,3.0,3.0)|| + c.rgb == vec3(1.0,3.0,3.0)|| + c.rgb == vec3(2.0,3.0,3.0)) + col.rgb = vec3(1.0,3.0,3.0) / divider; + // cyan + else if (c.rgb == vec3(0.0,2.0,2.0)|| + c.rgb == vec3(1.0,2.0,2.0)) + col.rgb = vec3(0.0,2.0,2.0) / divider; + // bright blue + else if (c.rgb == vec3(0.0,2.0,3.0)|| + c.rgb == vec3(1.0,2.0,3.0)|| + c.rgb == vec3(0.0,0.0,3.0)) + col.rgb = vec3(1.0,1.0,3.0) / divider; + // blue + else if (c.rgb == vec3(0.0,0.0,2.0)|| + c.rgb == vec3(0.0,0.0,1.0)|| + c.rgb == vec3(0.0,1.0,2.0)|| + c.rgb == vec3(1.0,1.0,3.0)|| + c.rgb == vec3(0.0,1.0,3.0)) + col.rgb = vec3(0.0,0.0,2.0) / divider; + // brown + else if (c.rgb == vec3(2.0,1.0,0.0)|| + c.rgb == vec3(2.0,1.0,1.0)|| + c.rgb == vec3(1.0,1.0,0.0)) + col.rgb = vec3(2.0,1.0,0.0) / divider; + // bright yellow + else if (c.rgb == vec3(3.0,3.0,0.0)|| + c.rgb == vec3(3.0,3.0,1.0)|| + c.rgb == vec3(3.0,3.0,2.0)|| + c.rgb == vec3(2.0,2.0,0.0)|| + c.rgb == vec3(2.0,2.0,1.0)) + col.rgb = vec3(3.0,3.0,1.0) / divider; + // magenta + else if (c.rgb == vec3(2.0,0.0,2.0)|| + c.rgb == vec3(2.0,0.0,3.0)|| + c.rgb == vec3(2.0,1.0,2.0)|| + c.rgb == vec3(2.0,1.0,3.0)) + col.rgb = vec3(2.0,0.0,2.0) / divider; + // bright magenta + else if (c.rgb == vec3(3.0,0.0,2.0)|| + c.rgb == vec3(3.0,0.0,3.0)|| + c.rgb == vec3(3.0,2.0,3.0)|| + c.rgb == vec3(3.0,1.0,3.0)|| + c.rgb == vec3(3.0,1.0,2.0)) + col.rgb = vec3(3.0,1.0,3.0) / divider; + else if (c.r == 0.0) + col.gb = step(2.0,c.gb) * 2.0 / divider; + else if (c.g == 0.0) + col.rb = step(2.0,c.rb) * 2.0 / divider; + else if (c.b == 0.0) + col.rg = step(2.0,c.rg) * 2.0 / divider; + else if (c.r == 3.0) + col.gb = step(1.0,c.gb) / divider; + else if (c.g == 3.0) + col.rb = step(1.0,c.rb) / divider; + else if (c.b == 3.0) + col.rg = step(1.0,c.rg) / divider; + return col; +} + +void main() +{ + vec2 texcoord = vTexCoord.xy; + FragColor = textureAA(texcoord); + FragColor = ColorDepthReduction(FragColor); + if (params.EGA_PALETTE == 1.0) + FragColor = EGAPalette(FragColor); +}