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Silly-Home/Assets/Filamented/FilamentCommonDithering.cginc

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HLSL

//------------------------------------------------------------------------------
// Dithering configuration
//------------------------------------------------------------------------------
// Dithering operators
#define DITHERING_NONE 0
#define DITHERING_INTERLEAVED_NOISE 1
#define DITHERING_VLACHOS 2
#define DITHERING_TRIANGLE_NOISE 3
#define DITHERING_TRIANGLE_NOISE_RGB 4
#define DITHERING_OPERATOR DITHERING_TRIANGLE_NOISE
//------------------------------------------------------------------------------
// Noise
//------------------------------------------------------------------------------
// n must be normalized in [0..1] (e.g. texture coordinates)
half triangleNoise(float2 n) {
// triangle noise, in [-1.0..1.0[ range
n = fract(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 fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
}
// n must not be normalize (e.g. window coordinates)
half interleavedGradientNoise(float2 n) {
return fract(52.982919 * fract(dot(float2(0.06711, 0.00584), n)));
}
//------------------------------------------------------------------------------
// Dithering
//------------------------------------------------------------------------------
half4 Dither_InterleavedGradientNoise(half4 rgba, const float temporalNoise01) {
// Jimenez 2014, "Next Generation Post-Processing in Call of Duty"
float2 uv = gl_FragCoord.xy + temporalNoise01;
// The noise variable must be to workaround Adreno bug #1096.
float noise = interleavedGradientNoise(uv);
// remap from [0..1[ to [-0.5..0.5[
noise -= 0.5;
return rgba + float4(noise / 255.0);
}
half4 Dither_TriangleNoise(half4 rgba, const float temporalNoise01) {
// Gjøl 2016, "Banding in Games: A Noisy Rant"
float2 uv = gl_FragCoord.xy * frameUniforms.resolution.zw;
uv += float2(0.07 * temporalNoise01);
// The noise variable must be to workaround Adreno bug #1096.
float noise = triangleNoise(uv);
// noise is in [-1..1[
return rgba + float4(noise / 255.0);
}
half4 Dither_Vlachos(half4 rgba, const float temporalNoise01) {
// Vlachos 2016, "Advanced VR Rendering"
float noise = dot(float2(171.0, 231.0), gl_FragCoord.xy + temporalNoise01);
half3 noiseRGB = fract(float3(noise) / float3(103.0, 71.0, 97.0));
// remap from [0..1[ to [-0.5..0.5[
noiseRGB -= 0.5;
return half4(rgba.rgb + (noiseRGB / 255.0), rgba.a);
}
half4 Dither_TriangleNoiseRGB(half4 rgba, const float temporalNoise01) {
// Gjøl 2016, "Banding in Games: A Noisy Rant"
float2 uv = gl_FragCoord.xy * frameUniforms.resolution.zw;
uv += float2(0.07 * temporalNoise01);
half3 noiseRGB = float3(
triangleNoise(uv),
triangleNoise(uv + 0.1337),
triangleNoise(uv + 0.3141));
// noise is in [-1..1[
return rgba + noiseRGB.xyzx / 255.0;
}
//------------------------------------------------------------------------------
// Dithering dispatch
//------------------------------------------------------------------------------
/**
* Dithers the specified RGBA color based on the current time and fragment
* coordinates the input must be in the final color space (including OECF).
* This dithering function assumes we are dithering to an 8-bit target.
* This function dithers the alpha channel assuming premultiplied output
*/
half4 dither(half4 rgba, const float temporalNoise01) {
#if DITHERING_OPERATOR == DITHERING_NONE
return rgba;
#elif DITHERING_OPERATOR == DITHERING_INTERLEAVED_NOISE
return Dither_InterleavedGradientNoise(rgba, temporalNoise01);
#elif DITHERING_OPERATOR == DITHERING_VLACHOS
return Dither_Vlachos(rgba, temporalNoise01);
#elif DITHERING_OPERATOR == DITHERING_TRIANGLE_NOISE
return Dither_TriangleNoise(rgba, temporalNoise01);
#elif DITHERING_OPERATOR == DITHERING_TRIANGLE_NOISE_RGB
return Dither_TriangleNoiseRGB(rgba, temporalNoise01);
#endif
}