mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Add dithering (#9014)
This commit is contained in:
parent
5d3e830176
commit
b1aec1b5c8
@ -580,6 +580,17 @@ enable_auto_exposure (Enable Automatic Exposure) bool false
|
||||
# Requires: shaders, enable_auto_exposure
|
||||
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
|
||||
|
||||
# Apply dithering to reduce color banding artifacts.
|
||||
# Dithering significantly increases the size of losslessly-compressed
|
||||
# screenshots and it works incorrectly if the display or operating system
|
||||
# performs additional dithering or if the color channels are not quantized
|
||||
# to 8 bits.
|
||||
# With OpenGL ES, dithering only works if the shader supports high
|
||||
# floating-point precision and it may have a higher performance impact.
|
||||
#
|
||||
# Requires: shaders
|
||||
debanding (Enable Debanding) bool true
|
||||
|
||||
[**Bloom]
|
||||
|
||||
# Set to true to enable bloom effect.
|
||||
|
@ -1,6 +1,13 @@
|
||||
#define rendered texture0
|
||||
#define bloom texture1
|
||||
|
||||
#ifdef GL_ES
|
||||
// Dithering requires sufficient floating-point precision
|
||||
#ifndef GL_FRAGMENT_PRECISION_HIGH
|
||||
#undef ENABLE_DITHERING
|
||||
#endif
|
||||
#endif
|
||||
|
||||
struct ExposureParams {
|
||||
float compensationFactor;
|
||||
};
|
||||
@ -79,6 +86,20 @@ vec3 applySaturation(vec3 color, float factor)
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_DITHERING
|
||||
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
|
||||
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
|
||||
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
|
||||
vec3 screen_space_dither(highp vec2 frag_coord) {
|
||||
// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
|
||||
highp vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
|
||||
dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
|
||||
|
||||
// Subtract 0.5 to avoid slightly brightening the whole viewport.
|
||||
return (dither.rgb - 0.5) / 255.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec2 uv = varTexCoord.st;
|
||||
@ -125,5 +146,10 @@ void main(void)
|
||||
// return to sRGB colorspace (approximate)
|
||||
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
|
||||
|
||||
#ifdef ENABLE_DITHERING
|
||||
// Apply dithering just before quantisation
|
||||
color.rgb += screen_space_dither(gl_FragCoord.xy);
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
|
||||
}
|
||||
|
@ -767,6 +767,9 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||
shaders_header << "#define SSAA_SCALE " << ssaa_scale << ".\n";
|
||||
}
|
||||
|
||||
if (g_settings->getBool("debanding"))
|
||||
shaders_header << "#define ENABLE_DITHERING 1\n";
|
||||
|
||||
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
|
||||
|
||||
std::string common_header = shaders_header.str();
|
||||
|
@ -264,6 +264,7 @@ void set_default_settings()
|
||||
settings->setDefault("enable_waving_plants", "false");
|
||||
settings->setDefault("exposure_compensation", "0.0");
|
||||
settings->setDefault("enable_auto_exposure", "false");
|
||||
settings->setDefault("debanding", "true");
|
||||
settings->setDefault("antialiasing", "none");
|
||||
settings->setDefault("enable_bloom", "false");
|
||||
settings->setDefault("enable_bloom_debug", "false");
|
||||
@ -499,6 +500,7 @@ void set_default_settings()
|
||||
settings->setDefault("active_block_range", "2");
|
||||
settings->setDefault("viewing_range", "50");
|
||||
settings->setDefault("leaves_style", "simple");
|
||||
settings->setDefault("debanding", "false");
|
||||
settings->setDefault("curl_verify_cert", "false");
|
||||
|
||||
// Apply settings according to screen size
|
||||
|
Loading…
Reference in New Issue
Block a user