gpu: add toggle for color banding
Co-authored-by: Toocanzs <dupanzszs@gmail.com>
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 uniBlockSmall;
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private int uniBlockLarge;
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private int uniBlockLarge;
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private int uniBlockMain;
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private int uniBlockMain;
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private int uniSmoothBanding;
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@Override
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@Override
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protected void startUp()
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protected void startUp()
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@@ -469,6 +470,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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{
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{
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uniProjectionMatrix = gl.glGetUniformLocation(glProgram, "projectionMatrix");
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uniProjectionMatrix = gl.glGetUniformLocation(glProgram, "projectionMatrix");
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uniBrightness = gl.glGetUniformLocation(glProgram, "brightness");
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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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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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@@ -937,6 +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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// 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(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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for (int id = 0; id < textures.length; ++id)
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{
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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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@ConfigItem(
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keyName = "drawDistance",
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keyName = "drawDistance",
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name = "Draw Distance",
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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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)
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default int drawDistance()
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default int drawDistance()
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{
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{
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return 25;
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return 25;
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}
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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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}
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@@ -27,14 +27,23 @@
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uniform sampler2DArray textures;
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uniform sampler2DArray textures;
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uniform vec2 textureOffsets[64];
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uniform vec2 textureOffsets[64];
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uniform float brightness;
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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 vec4 Color;
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in float fHsl;
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in vec4 fUv;
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in vec4 fUv;
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out vec4 FragColor;
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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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void main() {
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float n = fUv.x;
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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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if (n > 0.0) {
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n -= 1.0;
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n -= 1.0;
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int textureIdx = int(n);
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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 textureColor = texture(textures, vec3(animatedUv, n));
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vec4 textureColorBrightness = pow(textureColor, vec4(brightness, brightness, brightness, 1.0f));
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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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} 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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}
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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 ivec3 vPosition[];
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in vec4 vColor[];
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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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in vec4 vUv[];
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out vec4 Color;
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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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out vec4 fUv;
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#include to_screen.glsl
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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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vec4 tmp = vec4(screenA.xyz, 1.0);
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Color = vColor[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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fUv = vUv[0];
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gl_Position = projectionMatrix * tmp;
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gl_Position = projectionMatrix * tmp;
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EmitVertex();
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EmitVertex();
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tmp = vec4(screenB.xyz, 1.0);
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tmp = vec4(screenB.xyz, 1.0);
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Color = vColor[1];
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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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fUv = vUv[1];
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gl_Position = projectionMatrix * tmp;
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gl_Position = projectionMatrix * tmp;
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EmitVertex();
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EmitVertex();
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tmp = vec4(screenC.xyz, 1.0);
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tmp = vec4(screenC.xyz, 1.0);
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Color = vColor[2];
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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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fUv = vUv[2];
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gl_Position = projectionMatrix * tmp;
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gl_Position = projectionMatrix * tmp;
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EmitVertex();
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EmitVertex();
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@@ -32,6 +32,7 @@ uniform float brightness;
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out ivec3 vPosition;
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out ivec3 vPosition;
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out vec4 vColor;
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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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out vec4 vUv;
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#include hsl_to_rgb.glsl
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#include hsl_to_rgb.glsl
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@@ -47,5 +48,6 @@ void main()
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vPosition = vertex;
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vPosition = vertex;
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vColor = vec4(rgb, 1.f - a);
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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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vUv = uv;
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}
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}
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