* Add support for transparent shadows This solution uses an 8x8 Bayer matrix. We could find a better noise. We also need better filtering of the shadow maps. A PCF is barely enough and VSM fails without blurring. * Use a fixed Bayer matrix, fix pre-caching of depth shaders * Use gradient noise instead of fixed bayer pattern * Update docs
113 lines
4.0 KiB
GLSL
113 lines
4.0 KiB
GLSL
//------------------------------------------------------------------------------
|
|
// 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)
|
|
float triangleNoise(highp vec2 n) {
|
|
// triangle noise, in [-1.0..1.0[ range
|
|
n = fract(n * vec2(5.3987, 5.4421));
|
|
n += dot(n.yx, n.xy + vec2(21.5351, 14.3137));
|
|
|
|
highp 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 normalized (e.g. window coordinates)
|
|
float interleavedGradientNoise(highp vec2 n) {
|
|
return fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), n)));
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Dithering
|
|
//------------------------------------------------------------------------------
|
|
|
|
vec4 Dither_InterleavedGradientNoise(vec4 rgba, const highp float temporalNoise01) {
|
|
// Jimenez 2014, "Next Generation Post-Processing in Call of Duty"
|
|
highp vec2 uv = gl_FragCoord.xy + temporalNoise01;
|
|
|
|
// The noise variable must be highp to workaround Adreno bug #1096.
|
|
highp float noise = interleavedGradientNoise(uv);
|
|
|
|
// remap from [0..1[ to [-0.5..0.5[
|
|
noise -= 0.5;
|
|
|
|
return rgba + vec4(noise / 255.0);
|
|
}
|
|
|
|
vec4 Dither_TriangleNoise(vec4 rgba, const highp float temporalNoise01) {
|
|
// Gjøl 2016, "Banding in Games: A Noisy Rant"
|
|
highp vec2 uv = gl_FragCoord.xy * frameUniforms.resolution.zw;
|
|
uv += vec2(0.07 * temporalNoise01);
|
|
|
|
// The noise variable must be highp to workaround Adreno bug #1096.
|
|
highp float noise = triangleNoise(uv);
|
|
|
|
// noise is in [-1..1[
|
|
|
|
return rgba + vec4(noise / 255.0);
|
|
}
|
|
|
|
vec4 Dither_Vlachos(vec4 rgba, const highp float temporalNoise01) {
|
|
// Vlachos 2016, "Advanced VR Rendering"
|
|
float noise = dot(vec2(171.0, 231.0), gl_FragCoord.xy + temporalNoise01);
|
|
vec3 noiseRGB = fract(vec3(noise) / vec3(103.0, 71.0, 97.0));
|
|
|
|
// remap from [0..1[ to [-0.5..0.5[
|
|
noiseRGB -= 0.5;
|
|
|
|
return vec4(rgba.rgb + (noiseRGB / 255.0), rgba.a);
|
|
}
|
|
|
|
vec4 Dither_TriangleNoiseRGB(vec4 rgba, const highp float temporalNoise01) {
|
|
// Gjøl 2016, "Banding in Games: A Noisy Rant"
|
|
highp vec2 uv = gl_FragCoord.xy * frameUniforms.resolution.zw;
|
|
uv += vec2(0.07 * temporalNoise01);
|
|
|
|
vec3 noiseRGB = vec3(
|
|
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
|
|
*/
|
|
vec4 dither(vec4 rgba, const highp 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
|
|
}
|