Forgot to upload cover_screen and shader .wgsl!
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513235ea5f
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@vertex
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fn vs_main(@builtin(vertex_index) ix: u32) -> @builtin(position) vec4<f32> {
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var x: f32;
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var y: f32;
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// (-1, 1), (-1, -1), (1, -1), (1, 1), (-1, 1), triangle strip.
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if ix == u32(2) || ix == u32(3) {
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x = 1.0;
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} else {
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x = -1.0;
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}
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if ix == u32(1) || ix == u32(2) {
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y = -1.0;
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} else {
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y = 1.0;
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}
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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struct Uniforms {
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dimensions: vec2<f32>,
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field_of_view: f32,
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}
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@group(1)
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@binding(0)
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var<uniform> uniforms: Uniforms;
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let PI: f32 = 3.14159265358979323846264338327950288; // 3.14159274
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struct Ray {
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pos: vec3<f32>, // POSition (aka the origin)
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dir: vec3<f32>, // DIRection (normalized)
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}
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///
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/// Convert from pixel coordinates to window-independent square coordinates.
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///
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/// Input coordinates:
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/// x: from 0 (left) to dimensions.x (right)
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/// y: from 0 (bottom) to dimensions.y (top)
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///
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/// Output coordinates:
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/// x: from -1 (left) to 1 (right)
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/// y: from -1 (down) to 1 (up)
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///
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/// The output coordinates are square and independent of the
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/// window's dimensions and aspect ratio. Some of the image
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/// will be cropped if the window's aspect ratio is not square.
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fn pixel_to_square(pixel: vec2<f32>) -> vec2<f32> {
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let square = ((pixel / uniforms.dimensions) - 0.5) * 2.0;
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// Scale the window's smaller aspect ratio to make the coordinates square.
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// For example, a 16:9 window will have an x coordinate from -1 to 1 and
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// a y coordinate from -9/16ths to 9/16ths. The rest of the image lying outside
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// of that range will be cropped out.
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if (uniforms.dimensions.x > uniforms.dimensions.y) {
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return vec2<f32>(square.x, square.y * uniforms.dimensions.y / uniforms.dimensions.x);
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} else {
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return vec2<f32>(square.x * uniforms.dimensions.x / uniforms.dimensions.y, square.y);
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}
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}
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/// Project a coordinate on the unit circle onto the unit hemisphere.
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/// This is used for curvilinear perspective.
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///
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/// Coordinates:
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/// x: from -1 (90 degrees left) to 1 (90 degrees right)
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/// y: from -1 (90 degrees down) to 1 (90 degrees up)
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///
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/// TODO: add support for the usual, non-curvilinear perspective projection
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/// (and possibly other projections, just for fun?)
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fn project(coord_: vec2<f32>) -> vec3<f32> {
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var coord = coord_;
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// This projection only supports coordinates within the unit circle
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// and only projects into the unit hemisphere. Ideally we'd want
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// some sort of extension which takes points outside the unit circle
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// and projects them somewhere behind you (with the point at infinity
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// being directly behind you), but I haven't come up with any reasonable
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// extension of this perspective system which behaves in that manner.
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//
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// What we can do instead is *tile* the projection so that adjacent projections
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// are a mirrored projection of the unit hemisphere *behind* you.
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// This is a logical extension because the projection becomes continuous
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// along the x and y axis (you're just looking around in perfect circles),
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// and it allows you to view the entire space. The main problem to this approach
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// is that all of the space between the tiled circles is still undefined,
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// but this is still the best solution which I'm aware of.
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var dir: f32 = 1.; // the sign of the direction we're facing: 1 forward, -1 backward.
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// Tile coordinates:
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// (0-2, 0-2): forward
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// (2-4, 0-2): backward, left/right mirrored
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// (0-2, 2-4): backward, up/down mirrored
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// (2-4, 2-4): forward, left/right and up/down mirrored
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// FIXME: Use modulus which handles negatives properly so I don't have to arbitrarily add 8.
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coord = (coord + 1. + 8.) % 4.;
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// mirror/reverse and map back into 0 to 2 range
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if (coord.x > 2.) {
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coord.x = 4. - coord.x;
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dir = -dir;
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}
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if (coord.y > 2.) {
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coord.y = 4. - coord.y;
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dir = -dir;
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}
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// map back into -1 to 1 range
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coord = coord - 1.;
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// Avoid NaN because implementations are allowed to assume it won't occur.
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let preZ = 1. - coord.x*coord.x - coord.y*coord.y;
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// We can "define" the remaining undefined region of the screen
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// by clamping it to the nearest unit circle. This is sometimes
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// better than nothing, though it can also be a lot worse because
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// we still have to actually *render* all of those pixels.
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// TODO: Add an option to allow stretching into a square instead of clamping?
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// I imagine things could get pretty badly warped, but maybe it could be useful?
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// TODO: Is this clamping behavior correct? It doesn't look like it actually is, tbh.
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if (preZ < 0.) {
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return vec3<f32>(normalize(coord), 0.);
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}
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return normalize(vec3<f32>(coord, dir*sqrt(preZ)));
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}
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/// After converting pixel coordinates to screen coordinates, we still have a problem:
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/// screen coordinates are 2d, but our world is 3d! The camera assigns each screen
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/// coordinate to a ray in 3d space, indicating the position and angle which
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/// we will be receiving light from.
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fn camera_project(square: vec2<f32>) -> Ray {
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// Our coordinates already range from -1 to 1, corresponding with the
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// edges of the window, but we want the edges of the window to correspond
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// with the angle of the FOV instead.
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let circle = square * uniforms.field_of_view / PI;
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let sphere = project(circle);
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return Ray(vec3<f32>(0.), sphere);
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}
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@group(0)
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@binding(0)
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var dither_texture: texture_2d<f32>;
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/// Apply ordered dithering, which reduces color banding and produces the appearance
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/// of more colors when in a limited color space (e.g. dark colors with a typical
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/// 8-bit sRGB monitor).
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// FIXME: document, don't hardcode width/bit depth
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fn dither(pixel: vec2<u32>, color: vec4<f32>) -> vec4<f32> {
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// FIXME: issues with bars at edge caused by bad modulus? (should be %256 but pixel rounding incorrect?)
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let bias = textureLoad(dither_texture, vec2<i32>(i32(pixel.x % u32(255)), i32(pixel.y % u32(255))), 0) - 0.5;
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// FIXME: hack to avoid srgb issues
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return color + (bias / 256.);
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}
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////
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//// AUTHOR: Sam Hocevar (http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl)
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////
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fn rgb2hsv(c: vec3<f32>) -> vec3<f32> {
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let K = vec4<f32>(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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let p = mix(vec4<f32>(c.bg, K.wz), vec4<f32>(c.gb, K.xy), step(c.b, c.g));
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let q = mix(vec4<f32>(p.xyw, c.r), vec4<f32>(c.r, p.yzx), step(p.x, c.r));
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let d = q.x - min(q.w, q.y);
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let e = 1.0e-10;
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return vec3<f32>(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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fn hsv2rgb(c: vec3<f32>) -> vec3<f32> {
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let K = vec4<f32>(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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let p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, vec3<f32>(0.0), vec3<f32>(1.0)), c.y);
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}
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/// Given a color which clips outside the color space (some channel is >1.0),
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/// reduce the brightness (without affecting hue or saturation) until it no
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/// longer clips. (The default behavior without doing this is just clipping,
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/// which affects the saturation of the color dramatically, often turning colors
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/// into 100% white pixels.)
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fn clamp_value(_color: vec3<f32>) -> vec3<f32> {
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// TODO: Adjust value directly, without going through HSV conversion.
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var color = rgb2hsv(_color.rgb);
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color.z = min(color.z, 1.); // clamp value (brightness) from 0 to 1, preserving saturation and chroma
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return hsv2rgb(color);
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}
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@fragment
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fn fs_main(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let ray = camera_project(pixel_to_square(position.xy));
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var color = ray.dir / 2.0 + 0.5;
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// TODO: Separate postprocessing pass.
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// It is possible for this renderer to emit colors brighter than 1.0,
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// for example if you use very bright or many light sources. These colors will be
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// displayed incorrectly, appearing desaturated and having their brightness
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// clamped to whatever color output is supported.
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//
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// This is common in particular if you have very bright lights in a scene,
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// which is sometimes necessary for objects to be clearly visible. The result
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// will be you seeing flashes of over-bright white pixels where you should
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// see color. One way to mitigate this is by increasing the number of samples per
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// pixel; the average brightness per pixel is generally less than 1.0 when averaged
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// out with the (more common) black pixels when no light source is encountered.
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//
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// Another mitigation approach is to do color correction, where instead of
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// trying to preserve the brightness by clamping the RGB values and losing saturation,
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// you try to preserve the saturation by scaling down the brightness until the
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// full saturation of the colors is visible (or at least part of it).
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color = clamp_value(color);
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// Dithering after sRGB conversion is slightly worse because the bayer matrix
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// is linear whereas sRGB is non-linear, but if you do it *before* conversion,
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// then adjusted colors won't be *quite* close enough to nearest_color that they
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// should be closest to, which has the potential to create nasty artifacts.
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//
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// FIXME: This shader uses linear color space.
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return dither(
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vec2<u32>(u32(position.x), u32(position.y)),
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vec4<f32>(color, 1.0)
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);
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}
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