lygia
/color
/dither
/interleavedGradientNoise
)Jimenez 2014, "Next Generation Post-Processing Call of Duty" http://advances.realtimerendering.com/s2014/index.html
Dependencies:
Use:
<vec4|vec3|float> interleavedGradientNoise(<vec4|vec3|float> value, <float> time)
#ifndef DITHER_INTERLEAVEDGRADIENTNOISE_COORD
#define DITHER_INTERLEAVEDGRADIENTNOISE_COORD gl_FragCoord.xy
#endif
#ifdef DITHER_TIME
#define DITHER_INTERLEAVEDGRADIENTNOISE_TIME DITHER_TIME
#endif
#ifndef DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION
#ifdef DITHER_PRECISION
#define DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION DITHER_PRECISION
#else
#define DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION 255
#endif
#endif
#ifndef FNC_DITHER_INTERLEAVEDGRADIENTNOISE
#define FNC_DITHER_INTERLEAVEDGRADIENTNOISE
float ditherInterleavedGradientNoise(vec2 st) {
#ifdef DITHER_INTERLEAVEDGRADIENTNOISE_TIME
st += 1337.0*fract(DITHER_INTERLEAVEDGRADIENTNOISE_TIME);
#endif
st = floor(st);
return fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), st))) * 2.0 - 1.0;
}
float ditherInterleavedGradientNoise(const float value, const vec2 st, const int pres) {
float ditherPattern = ditherInterleavedGradientNoise(st);
return value + ditherPattern / 255.0;
}
vec3 ditherInterleavedGradientNoise(const vec3 color, const vec2 st, const int pres) {
#ifdef DITHER_INTERLEAVEDGRADIENTNOISE_CHROMATIC
vec3 ditherPattern = vec3(
ditherInterleavedGradientNoise(st),
ditherInterleavedGradientNoise(st + 0.1337),
ditherInterleavedGradientNoise(st + 0.3141));
#else
vec3 ditherPattern = vec3(ditherInterleavedGradientNoise(st));
#endif
// return color + ditherPattern / 255.0;
float d = float(pres);
float h = 0.5 / d;
// vec3 decimated = decimate(color, d);
// vec3 diff = (color - decimated) * d;
// ditherPattern = step(ditherPattern, diff);
return decimate(color - h + ditherPattern / d, d);
}
// float ditherInterleavedGradientNoise(const float b, const vec2 st) { return b + triangleNoise(st) / float(DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION); }
vec3 ditherInterleavedGradientNoise(const vec3 color, const vec2 xy) { return ditherInterleavedGradientNoise(color, xy, DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION); }
vec4 ditherInterleavedGradientNoise(const vec4 color, const vec2 xy) { return vec4(ditherInterleavedGradientNoise(color.rgb, xy, DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION), color.a); }
float ditherInterleavedGradientNoise(const float val, int pres) { return ditherInterleavedGradientNoise(vec3(val),DITHER_INTERLEAVEDGRADIENTNOISE_COORD, pres).r; }
vec3 ditherInterleavedGradientNoise(const vec3 color, int pres) { return ditherInterleavedGradientNoise(color, DITHER_INTERLEAVEDGRADIENTNOISE_COORD, pres); }
vec4 ditherInterleavedGradientNoise(const vec4 color, int pres) { return vec4(ditherInterleavedGradientNoise(color.rgb, DITHER_INTERLEAVEDGRADIENTNOISE_COORD, pres), color.a); }
float ditherInterleavedGradientNoise(const float val) { return ditherInterleavedGradientNoise(vec3(val), DITHER_INTERLEAVEDGRADIENTNOISE_COORD, DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION).r; }
vec3 ditherInterleavedGradientNoise(const vec3 color) { return ditherInterleavedGradientNoise(color, DITHER_INTERLEAVEDGRADIENTNOISE_COORD, DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION); }
vec4 ditherInterleavedGradientNoise(const vec4 color) { return vec4(ditherInterleavedGradientNoise(color.rgb), color.a); }
#endif
Use:
<float4|float3|float> interleavedGradientNoise(<float4|float3|float> value, <float> time)
#ifdef DITHER_ANIMATED
#define DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
#endif
#ifndef FNC_DITHER_INTERLEAVEDGRADIENTNOISE
#define FNC_DITHER_INTERLEAVEDGRADIENTNOISE
float interleavedGradientNoise(const in float2 n) {
return frac(52.982919 * frac(dot(float2(0.06711, 0.00584), n)));
}
float ditherInterleavedGradientNoise(float b, float2 fragcoord, const in float time) {
#ifdef DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
fragcoord += 1337.0 * frac(time);
#endif
float noise = interleavedGradientNoise(fragcoord);
// remap from [0..1[ to [-1..1[
noise = (noise * 2.0) - 1.0;
return b + noise / 255.0;
}
float3 ditherInterleavedGradientNoise(float3 rgb, float2 fragcoord, const in float time) {
#ifdef DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
fragcoord += 1337.0 * frac(time);
#endif
float noise = interleavedGradientNoise(fragcoord);
// remap from [0..1[ to [-1..1[
noise = (noise * 2.0) - 1.0;
return rgb.rgb + noise / 255.0;
}
float4 ditherInterleavedGradientNoise(float4 rgba, float2 fragcoord, const in float time) {
return float4(ditherInterleavedGradientNoise(rgba.rgb, fragcoord, time), rgba.a);
}
#endif
Dependencies:
Use:
<float4|float3|float> interleavedGradientNoise(<float4|float3|float> value, <float> time)
#ifdef DITHER_TIME
#define DITHER_INTERLEAVEDGRADIENTNOISE_TIME DITHER_TIME
#endif
#ifndef DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION
#ifdef DITHER_PRECISION
#define DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION DITHER_PRECISION
#else
#define DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION 255
#endif
#endif
#ifndef FNC_DITHER_INTERLEAVEDGRADIENTNOISE
#define FNC_DITHER_INTERLEAVEDGRADIENTNOISE
float ditherInterleavedGradientNoise(float2 st) {
#ifdef DITHER_INTERLEAVEDGRADIENTNOISE_TIME
st += 1337.0*fract(DITHER_INTERLEAVEDGRADIENTNOISE_TIME);
#endif
st = floor(st);
return fract(52.982919 * fract(dot(float2(0.06711, 0.00584), st))) * 2.0 - 1.0;
}
float ditherInterleavedGradientNoise(const float value, const float2 st, const int pres) {
float ditherPattern = ditherInterleavedGradientNoise(st);
return value + ditherPattern / 255.0;
}
float3 ditherInterleavedGradientNoise(const float3 color, const float2 st, const int pres) {
#ifdef DITHER_INTERLEAVEDGRADIENTNOISE_CHROMATIC
float3 ditherPattern = float3(
ditherInterleavedGradientNoise(st),
ditherInterleavedGradientNoise(st + 0.1337),
ditherInterleavedGradientNoise(st + 0.3141));
#else
float3 ditherPattern = float3(ditherInterleavedGradientNoise(st));
#endif
// return color + ditherPattern / 255.0;
float d = float(pres);
float h = 0.5 / d;
// float3 decimated = decimate(color, d);
// float3 diff = (color - decimated) * d;
// ditherPattern = step(ditherPattern, diff);
return decimate(color - h + ditherPattern / d, d);
}
//float ditherInterleavedGradientNoise(const float b, const float2 st) { return b + triangleNoise(st) / float(DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION); }
float3 ditherInterleavedGradientNoise(const float3 color, const float2 xy) { return ditherInterleavedGradientNoise(color, xy, DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION); }
float4 ditherInterleavedGradientNoise(const float4 color, const float2 xy) { return float4(ditherInterleavedGradientNoise(color.rgb, xy, DITHER_INTERLEAVEDGRADIENTNOISE_PRECISION), color.a); }
#endif
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