Merge pull request #6513 from Toocanzs/color-banding
Add toggle for color banding
This commit is contained in:
@@ -220,6 +220,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int uniBlockSmall;
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private int uniBlockLarge;
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private int uniBlockMain;
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private int uniSmoothBanding;
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@Override
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protected void startUp()
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@@ -425,10 +426,16 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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Template template = new Template(resourceLoader);
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String source = template.process(resourceLoader.apply("geom.glsl"));
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template = new Template(resourceLoader);
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String vertSource = template.process(resourceLoader.apply("vert.glsl"));
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template = new Template(resourceLoader);
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String fragSource = template.process(resourceLoader.apply("frag.glsl"));
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GLUtil.loadShaders(gl, glProgram, glVertexShader, glGeomShader, glFragmentShader,
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inputStreamToString(getClass().getResourceAsStream("vert.glsl")),
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vertSource,
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source,
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inputStreamToString(getClass().getResourceAsStream("frag.glsl")));
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fragSource);
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glComputeProgram = gl.glCreateProgram();
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glComputeShader = gl.glCreateShader(gl.GL_COMPUTE_SHADER);
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@@ -463,6 +470,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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{
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uniProjectionMatrix = gl.glGetUniformLocation(glProgram, "projectionMatrix");
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uniBrightness = gl.glGetUniformLocation(glProgram, "brightness");
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uniSmoothBanding = gl.glGetUniformLocation(glProgram, "smoothBanding");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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@@ -931,6 +939,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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// Brightness happens to also be stored in the texture provider, so we use that
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gl.glUniform1f(uniBrightness, (float) textureProvider.getBrightness());
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gl.glUniform1f(uniSmoothBanding, config.smoothBanding() ? 0f : 1f);
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for (int id = 0; id < textures.length; ++id)
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{
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@@ -34,10 +34,22 @@ public interface GpuPluginConfig extends Config
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@ConfigItem(
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keyName = "drawDistance",
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name = "Draw Distance",
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description = "Draw distance"
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description = "Draw distance",
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position = 1
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)
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default int drawDistance()
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{
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return 25;
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}
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@ConfigItem(
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keyName = "smoothBanding",
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name = "Remove Color Banding",
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description = "Smooths out the color banding that is present in the CPU renderer",
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position = 2
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)
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default boolean smoothBanding()
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{
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return false;
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}
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}
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@@ -27,14 +27,23 @@
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uniform sampler2DArray textures;
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uniform vec2 textureOffsets[64];
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uniform float brightness;
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uniform float smoothBanding;
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in vec4 Color;
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in float fHsl;
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in vec4 fUv;
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out vec4 FragColor;
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#include hsl_to_rgb.glsl
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void main() {
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float n = fUv.x;
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int hsl = int(fHsl);
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vec3 rgb = hslToRgb(hsl) * smoothBanding + Color.rgb * (1.f - smoothBanding);
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vec4 smoothColor = vec4(rgb, Color.a);
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if (n > 0.0) {
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n -= 1.0;
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int textureIdx = int(n);
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@@ -45,8 +54,8 @@ void main() {
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vec4 textureColor = texture(textures, vec3(animatedUv, n));
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vec4 textureColorBrightness = pow(textureColor, vec4(brightness, brightness, brightness, 1.0f));
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FragColor = textureColorBrightness * Color;
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FragColor = textureColorBrightness * smoothColor;
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} else {
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FragColor = Color;
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FragColor = smoothColor;
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}
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}
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@@ -47,9 +47,11 @@ uniform mat4 projectionMatrix;
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in ivec3 vPosition[];
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in vec4 vColor[];
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in float vHsl[];
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in vec4 vUv[];
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out vec4 Color;
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out float fHsl;
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out vec4 fUv;
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#include to_screen.glsl
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@@ -67,18 +69,21 @@ void main() {
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vec4 tmp = vec4(screenA.xyz, 1.0);
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Color = vColor[0];
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fHsl = vHsl[0];
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fUv = vUv[0];
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gl_Position = projectionMatrix * tmp;
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EmitVertex();
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tmp = vec4(screenB.xyz, 1.0);
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Color = vColor[1];
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fHsl = vHsl[1];
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fUv = vUv[1];
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gl_Position = projectionMatrix * tmp;
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EmitVertex();
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tmp = vec4(screenC.xyz, 1.0);
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Color = vColor[2];
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fHsl = vHsl[2];
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fUv = vUv[2];
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gl_Position = projectionMatrix * tmp;
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EmitVertex();
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@@ -0,0 +1,100 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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vec3 hslToRgb(int hsl) {
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int var5 = hsl / 128;
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float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
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float var8 = float(var5 & 7) / 8.0f + 0.0625f;
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int var10 = hsl % 128;
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float var11 = float(var10) / 128.0f;
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float var13 = var11;
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float var15 = var11;
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float var17 = var11;
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if(var8 != 0.0f) {
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float var19;
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if(var11 < 0.5f) {
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var19 = var11 * (1.0f + var8);
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} else {
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var19 = var11 + var8 - var11 * var8;
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}
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float var21 = 2.0f * var11 - var19;
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float var23 = var6 + 0.3333333333333333f;
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if(var23 > 1.0f) {
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var23 -= 1.f;
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}
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float var27 = var6 - 0.3333333333333333f;
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if(var27 < 0.0f) {
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var27 += 1.f;
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}
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if(6.0f * var23 < 1.0f) {
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var13 = var21 + (var19 - var21) * 6.0f * var23;
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} else if(2.0f * var23 < 1.0f) {
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var13 = var19;
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} else if(3.0f * var23 < 2.0f) {
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var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
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} else {
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var13 = var21;
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}
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if(6.0f * var6 < 1.0f) {
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var15 = var21 + (var19 - var21) * 6.0f * var6;
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} else if(2.0f * var6 < 1.0f) {
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var15 = var19;
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} else if(3.0f * var6 < 2.0f) {
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var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
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} else {
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var15 = var21;
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}
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if(6.0f * var27 < 1.0f) {
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var17 = var21 + (var19 - var21) * 6.0f * var27;
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} else if(2.0f * var27 < 1.0f) {
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var17 = var19;
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} else if(3.0f * var27 < 2.0f) {
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var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
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} else {
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var17 = var21;
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}
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}
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vec3 rgb = vec3(
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pow(var13, brightness),
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pow(var15, brightness),
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pow(var17, brightness)
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);
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// I don't think we actually need this
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if (rgb == vec3(0, 0, 0)) {
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rgb = vec3(0, 0, 1/255.f);
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}
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return rgb;
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}
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@@ -32,83 +32,10 @@ uniform float brightness;
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out ivec3 vPosition;
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out vec4 vColor;
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out float vHsl;
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out vec4 vUv;
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vec3 hslToRgb(int hsl) {
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int var5 = hsl/128;
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float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
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float var8 = float(var5 & 7) / 8.0f + 0.0625f;
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int var10 = hsl % 128;
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float var11 = float(var10) / 128.0f;
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float var13 = var11;
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float var15 = var11;
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float var17 = var11;
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if(var8 != 0.0f) {
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float var19;
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if(var11 < 0.5f) {
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var19 = var11 * (1.0f + var8);
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} else {
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var19 = var11 + var8 - var11 * var8;
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}
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float var21 = 2.0f * var11 - var19;
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float var23 = var6 + 0.3333333333333333f;
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if(var23 > 1.0f) {
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var23 -= 1.f;
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}
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float var27 = var6 - 0.3333333333333333f;
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if(var27 < 0.0f) {
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var27 += 1.f;
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}
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if(6.0f * var23 < 1.0f) {
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var13 = var21 + (var19 - var21) * 6.0f * var23;
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} else if(2.0f * var23 < 1.0f) {
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var13 = var19;
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} else if(3.0f * var23 < 2.0f) {
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var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
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} else {
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var13 = var21;
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}
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if(6.0f * var6 < 1.0f) {
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var15 = var21 + (var19 - var21) * 6.0f * var6;
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} else if(2.0f * var6 < 1.0f) {
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var15 = var19;
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} else if(3.0f * var6 < 2.0f) {
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var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
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} else {
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var15 = var21;
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}
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if(6.0f * var27 < 1.0f) {
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var17 = var21 + (var19 - var21) * 6.0f * var27;
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} else if(2.0f * var27 < 1.0f) {
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var17 = var19;
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} else if(3.0f * var27 < 2.0f) {
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var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
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} else {
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var17 = var21;
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}
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}
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vec3 rgb = vec3(
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pow(var13, brightness),
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pow(var15, brightness),
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pow(var17, brightness)
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);
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// I don't think we actually need this
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if (rgb == vec3(0, 0, 0)) {
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rgb = vec3(0, 0, 1/255.f);
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}
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return rgb;
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}
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#include hsl_to_rgb.glsl
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void main()
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{
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@@ -121,5 +48,6 @@ void main()
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vPosition = vertex;
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vColor = vec4(rgb, 1.f - a);
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vHsl = float(hsl);
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vUv = uv;
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}
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