lygia
/v1.1.6
/color
/dither
/triangleNoise
)Gjøl 2016, "Banding in Games: A Noisy Rant"
Use:
<vec4|vec3|float> ditherTriangleNoise(<vec4|vec3|float> value, <vec2> st, <float> time)
<vec4|vec3|float> ditherTriangleNoise(<vec4|vec3|float> value, <float> time)
#ifndef HIGHP
#if defined(TARGET_MOBILE) && defined(GL_ES)
#define HIGHP highp
#else
#define HIGHP
#endif
#endif
#ifdef DITHER_ANIMATED
#define DITHER_TRIANGLENOISE_ANIMATED
#endif
#ifdef DITHER_CHROMATIC
#define DITHER_TRIANGLENOISE_CHROMATIC
#endif
#ifndef DITHER_TRIANGLENOISE
#define DITHER_TRIANGLENOISE
float triangleNoise(HIGHP in vec2 n, const HIGHP in float time) {
// triangle noise, in [-1.0..1.0[ range
#ifdef DITHER_TRIANGLENOISE_ANIMATED
n += vec2(0.07 * fract(time));
#endif
n = fract(n * vec2(5.3987, 5.4421));
n += dot(n.yx, n.xy + vec2(21.5351, 14.3137));
HIGHP float xy = n.x * n.y;
// compute in [0..2[ and remap to [-1.0..1.0[
return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
}
float ditherTriangleNoise(const in float b, const HIGHP in vec2 st, const HIGHP in float time) {
return b + triangleNoise(st, time) / 255.0;
}
vec3 ditherTriangleNoise(const in vec3 rgb, const HIGHP in vec2 st, const HIGHP in float time) {
#ifdef DITHER_TRIANGLENOISE_CHROMATIC
vec3 dither = vec3(
triangleNoise(st, time),
triangleNoise(st + 0.1337, time),
triangleNoise(st + 0.3141, time));
#else
vec3 dither = vec3(triangleNoise(st, time));
#endif
return rgb + dither / 255.0;
}
vec4 ditherTriangleNoise(const in vec4 rgba, const HIGHP in vec2 st, const HIGHP in float time) {
#ifdef DITHER_TRIANGLENOISE_CHROMATIC
vec3 dither = vec3(
triangleNoise(st, time),
triangleNoise(st + 0.1337, time),
triangleNoise(st + 0.3141, time));
#else
vec3 dither = vec3(triangleNoise(st, time));
#endif
return (rgba + vec4(dither, dither.x)) / 255.0;
}
#if defined(RESOLUTION)
float ditherTriangleNoise(const in float b, const HIGHP in float time) {
return ditherTriangleNoise(b, gl_FragCoord.xy / RESOLUTION, time);
}
vec3 ditherTriangleNoise(const in vec3 rgb, const HIGHP in float time) {
return ditherTriangleNoise(rgb, gl_FragCoord.xy / RESOLUTION, time);
}
vec4 ditherTriangleNoise(const in vec4 b, const HIGHP in float time) {
return ditherTriangleNoise(b, gl_FragCoord.xy / RESOLUTION, time);
}
#endif
#endif
Use:
<float4|float3|float> ditherTriangleNoise(<float4|float3|float> value, <float2> fragcoord, <float> time)
<float4|float3|float> ditherTriangleNoise(<float4|float3|float> value, <float> time)
#ifdef DITHER_ANIMATED
#define DITHER_TRIANGLENOISE_ANIMATED
#endif
#ifdef DITHER_CHROMATIC
#define DITHER_TRIANGLENOISE_CHROMATIC
#endif
#ifndef RESOLUTION
#define RESOLUTION _ScreenParams
#endif
#ifndef DITHER_TRIANGLENOISE
#define DITHER_TRIANGLENOISE
float triangleNoise(in float2 n, const in float time) {
// triangle noise, in [-1.0..1.0[ range
#ifdef DITHER_TRIANGLENOISE_ANIMATED
n += float2(0.07 * frac(time));
#endif
n = frac(n * float2(5.3987, 5.4421));
n += dot(n.yx, n.xy + float2(21.5351, 14.3137));
float xy = n.x * n.y;
// compute in [0..2[ and remap to [-1.0..1.0[
return frac(xy * 95.4307) + frac(xy * 75.04961) - 1.0;
}
float ditherTriangleNoise(const in float b, in float2 fragcoord, const in float time) {
fragcoord /= RESOLUTION;
return b + triangleNoise(fragcoord, time) / 255.0;
}
float3 ditherTriangleNoise(const in float3 rgb, in float2 fragcoord, const in float time) {
fragcoord /= RESOLUTION;
#ifdef DITHER_TRIANGLENOISE_CHROMATIC
float3 dither = float3(
triangleNoise(fragcoord, time),
triangleNoise(fragcoord + 0.1337, time),
triangleNoise(fragcoord + 0.3141, time));
#else
float n = triangleNoise(fragcoord, time);
float3 dither = float3(n, n, n);
#endif
return rgb + dither / 255.0;
}
float4 ditherTriangleNoise(const in float4 rgba, in float2 fragcoord, const in float time) {
fragcoord /= RESOLUTION;
#ifdef DITHER_TRIANGLENOISE_CHROMATIC
float3 dither = float3(
triangleNoise(fragcoord, time),
triangleNoise(fragcoord + 0.1337, time),
triangleNoise(fragcoord + 0.3141, time));
#else
float n = triangleNoise(fragcoord, time);
float3 dither = float3(n, n, n);
#endif
return (rgba + float4(dither, dither.x)) / 255.0;
}
#endif
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