lygia
/v1.2.0
/color
/dither
/blueNoise
)nan
Dependencies:
Use:
<vec4|vec3|float> ditherBlueNoise(<vec4|vec3|float> value, <vec2> st, <float> time)
<vec4|vec3|float> ditherBlueNoise(<vec4|vec3|float> value, <float> time)
#ifndef DITHER_BLUENOISE_COORD
#define DITHER_BLUENOISE_COORD gl_FragCoord.xy
#endif
#ifdef DITHER_TIME
#define DITHER_BLUENOISE_TIME DITHER_TIME
#endif
#ifdef DITHER_CHROMATIC
#define DITHER_BLUENOISE_CHROMATIC
#endif
#ifndef DITHER_BLUENOISE_PRECISION
#ifdef DITHER_PRECISION
#define DITHER_BLUENOISE_PRECISION DITHER_PRECISION
#else
#define DITHER_BLUENOISE_PRECISION 256
#endif
#endif
#ifndef BLUENOISE_TEXTURE_RESOLUTION
#define BLUENOISE_TEXTURE_RESOLUTION vec2(1024.0)
#endif
#ifndef DITHER_BLUENOISE
#define DITHER_BLUENOISE
#ifdef BLUENOISE_TEXTURE
float remap_pdf_tri_unity(float v) {
v = v*2.0-1.0;
return 0.5 + 0.5 * sign(v) * (1.0 - sqrt(1.0 - abs(v)));
}
const vec2 blueNoiseTexturePixel = 1.0/BLUENOISE_TEXTURE_RESOLUTION;
float ditherBlueNoise(SAMPLER_TYPE tex, const in float value, vec2 st, int pres) {
float d = float(pres);
#ifdef DITHER_BLUENOISE_TIME
st += 1337.0*fract(DITHER_BLUENOISE_TIME);
#endif
float bn = SAMPLER_FNC(tex, st * blueNoiseTexturePixel).r;
float bn_tri = remap_pdf_tri_unity(bn);
return value + (bn_tri*2.0-0.5)/d;
}
vec3 ditherBlueNoise(SAMPLER_TYPE tex, vec3 color, vec2 st, int pres) {
float d = float(pres);
#ifdef DITHER_BLUENOISE_TIME
st += 1337.0*fract(DITHER_BLUENOISE_TIME * 0.1);
#endif
#ifdef DITHER_BLUENOISE_CHROMATIC
vec3 bn = SAMPLER_FNC(tex, st * blueNoiseTexturePixel).color;
vec3 bn_tri = vec3( remap_noise_tri_erp(bn.x),
remap_noise_tri_erp(bn.y),
remap_noise_tri_erp(bn.z) );
color += (bn_tri*2.0-1.5)/d;
#else
float bn = SAMPLER_FNC(tex, st * blueNoiseTexturePixel).r;
float bn_tri = remap_pdf_tri_unity(bn);
color += (bn_tri*2.0-1.5)/d;
#endif
return color;
}
float ditherBlueNoise(SAMPLER_TYPE tex, const in float b, vec2 st) { return ditherBlueNoise(tex, b, st, DITHER_BLUENOISE_PRECISION); }
vec3 ditherBlueNoise(SAMPLER_TYPE tex, const in vec3 rgb, vec2 st) { return ditherBlueNoise(tex, rgb, st, DITHER_BLUENOISE_PRECISION);}
vec4 ditherBlueNoise(SAMPLER_TYPE tex, const in vec4 rgba, vec2 st) { return vec4(ditherBlueNoise(tex, rgba.rgb, st), rgba.a); }
float ditherBlueNoise(const in float val) { return ditherBlueNoise(BLUENOISE_TEXTURE, val, DITHER_BLUENOISE_COORD); }
vec3 ditherBlueNoise(const in vec3 color) { return ditherBlueNoise(BLUENOISE_TEXTURE, color, DITHER_BLUENOISE_COORD); }
vec4 ditherBlueNoise(const in vec4 color) { return ditherBlueNoise(BLUENOISE_TEXTURE, color, DITHER_BLUENOISE_COORD); }
#else
float ditherBlueNoise(vec2 p) {
const float SEED1 = 1.705;
const float size = 5.5;
p = floor(p);
vec2 p1 = p;
#ifdef DITHER_BLUENOISE_TIME
p += 1337.0*fract(DITHER_BLUENOISE_TIME * 0.1);
#else
p += 10.0;
#endif
p = floor(p/size)*size;
p = fract(p * 0.1) + 1.0 + p * vec2(0.0002, 0.0003);
float a = fract(1.0 / (0.000001 * p.x * p.y + 0.00001));
a = fract(1.0 / (0.000001234 * a + 0.00001));
float b = fract(1.0 / (0.000002 * (p.x * p.y + p.x) + 0.00001));
b = fract(1.0 / (0.0000235*b + 0.00001));
vec2 r = vec2(a, b) - 0.5;
p1 += r * 8.12235325;
return fract(p1.x * SEED1 + p1.y/(SEED1+0.15555));
}
vec3 ditherBlueNoise(const in vec3 color, const in vec2 xy, const int pres) {
float d = float(pres);
vec3 decimated = decimate(color, d);
vec3 diff = (color - decimated) * d;
return saturate(decimate(color + step(vec3(ditherBlueNoise(xy)), diff) / d, d));
}
float ditherBlueNoise(const in float val, const in vec2 xy, const int pres) { return ditherBlueNoise(vec3(val), xy, pres).r; }
vec4 ditherBlueNoise(const in vec4 color, const in vec2 xy, const int pres) { return vec4(ditherBlueNoise(color.rgb, xy, pres), color.a); }
float ditherBlueNoise(const in float val, const in vec2 xy) { return ditherBlueNoise(vec3(val), xy, DITHER_BLUENOISE_PRECISION).r; }
vec3 ditherBlueNoise(const in vec3 color, const in vec2 xy) { return ditherBlueNoise(color, xy, DITHER_BLUENOISE_PRECISION); }
vec4 ditherBlueNoise(const in vec4 color, const in vec2 xy) { return vec4(ditherBlueNoise(color.rgb, xy, DITHER_BLUENOISE_PRECISION), color.a); }
float ditherBlueNoise(float val) { return ditherBlueNoise(val, DITHER_BLUENOISE_COORD, DITHER_BLUENOISE_PRECISION); }
vec3 ditherBlueNoise(vec3 color) { return ditherBlueNoise(color, DITHER_BLUENOISE_COORD, DITHER_BLUENOISE_PRECISION); }
vec4 ditherBlueNoise(vec4 color) { return ditherBlueNoise(color, DITHER_BLUENOISE_COORD, DITHER_BLUENOISE_PRECISION); }
#endif
#endif
Dependencies:
Use:
<float4|float3|float> ditherBlueNoise(<float4|float3|float> value, <float2> fragcoord, <float> time)
<float4|float3|float> ditherBlueNoise(<float4|float3|float> value, <float> time)
#ifndef BLUENOISE_TEXTURE_RESOLUTION
#define BLUENOISE_TEXTURE_RESOLUTION float2(1024.0, 1024.0)
#endif
#ifdef DITHER_ANIMATED
#define DITHER_BLUENOISE_ANIMATED
#endif
#ifdef DITHER_CHROMATIC
#define DITHER_BLUENOISE_CHROMATIC
#endif
#ifndef FNC_DITHER_BLUENOISE
#define FNC_DITHER_BLUENOISE
float remap_pdf_tri_unity( float v ) {
v = v*2.0-1.0;
v = sign(v) * (1.0 - sqrt(1.0 - abs(v)));
return 0.5 + 0.5*v;
}
const float2 blueNoiseTexturePixel = 1.0/BLUENOISE_TEXTURE_RESOLUTION;
float ditherBlueNoise(SAMPLER_TYPE tex, in float b, float2 fragcoord, const in float time) {
#ifdef DITHER_BLUENOISE_ANIMATED
fragcoord += 1337.0 * frac(time);
#endif
float bn = SAMPLER_FNC(tex, fragcoord * blueNoiseTexturePixel).r;
float bn_tri = remap_pdf_tri_unity(bn);
return b + (bn_tri*2.0-0.5)/255.0;
}
float3 ditherBlueNoise(SAMPLER_TYPE tex, in float3 rgb, float2 fragcoord, const in float time) {
#ifdef DITHER_BLUENOISE_ANIMATED
fragcoord += 1337.0 * frac(time * 0.1);
#endif
#ifdef DITHER_BLUENOISE_CHROMATIC
float3 bn = SAMPLER_FNC(tex, fragcoord * blueNoiseTexturePixel).rgb;
float3 bn_tri = float3( remap_noise_tri_erp(bn.x),
remap_noise_tri_erp(bn.y),
remap_noise_tri_erp(bn.z) );
rgb += (bn_tri*2.0-0.5)/255.0;
#else
float bn = SAMPLER_FNC(tex, fragcoord * blueNoiseTexturePixel).r;
float bn_tri = remap_pdf_tri_unity(bn);
rgb += (bn_tri*2.0-0.5)/255.0;
#endif
return rgb;
}
float4 ditherBlueNoise(SAMPLER_TYPE tex, in float4 rgba, float2 fragcoord, const in float time) {
return float4(ditherBlueNoise(tex, rgba.rgb, fragcoord, time), rgba.a);
}
#if defined(BLUENOISE_TEXTURE)
float ditherBlueNoise(const in float b, float2 fragcoord, const in float time) {
return ditherBlueNoise(BLUENOISE_TEXTURE, b, fragcoord, time);
}
float3 ditherBlueNoise(const in float3 rgb, float2 fragcoord, const in float time) {
return ditherBlueNoise(BLUENOISE_TEXTURE, rgb, fragcoord, time);
}
float4 ditherBlueNoise(const in float4 rgba, float2 fragcoord, const in float time) {
return ditherBlueNoise(BLUENOISE_TEXTURE, rgba, fragcoord, time);
}
#endif
#endif
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository