(Path March v4) Split stuff (esp. settings) into common.frag
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//////// ================================
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//////// SETTINGS: Settings
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//////// ================================
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//////// Most of the interesting code and settings are in Buffer A.
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//////// This file consists only of postprocessing.
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// The dithering looks *fantastic*. Honestly, at 1440p it makes even
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// 3 bits per color channel look *very* convincing. As far as I'm aware
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// there are no downsides to leaving it enabled. It would probably help
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// reduce color banding and improve color clarity in general.
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#define ENABLE_DITHER
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// The number of available colors *per channel*.
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const uint DITHER_COLORS = uint(1<<8);
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// The size of the Bayer matrix is 2^DITHER_BASE, so e.g. 4 is a 16x16 matrix.
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// This can't be larger than 16 because dithering is implemented using a 16-bit bit hack.
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const uint DITHER_BASE = uint(16);
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// Artifically restrict the colors to those specified in DITHER_COLORS.
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// If you set DITHER_COLORS to 6 or so and enable DITHER_NEAREST then screenshot
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// and convert the image to a GIF* using an appropriate conversion tool,
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// it will look exactly the same as it looks on your screen.
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// This was the motivating reason for adding dithering, and it looks amazing.
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//
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// * I pronounce it "yif". Fite me.
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//#define DITHER_NEAREST
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//////// ================================
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//////// IMPL: Implementation
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//////// ================================
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/// Convert a color from linear RGB to the sRGB color space.
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vec3 linear2srgb(vec3 color);
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vec4 dither(uvec2 coord, vec4 color);
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vec4 nearest_color(vec4 color);
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord/iResolution.xy;
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uvec2 coord = uvec2(fragCoord); // for dithering
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vec4 color = texture(iChannel0, uv);
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color.rgb = linear2srgb(color.rgb);
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#ifdef ENABLE_DITHER
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color = dither(coord, color);
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#endif
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#ifdef DITHER_NEAREST
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color = nearest_color(color);
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#endif
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fragColor = color;
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}
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//////// --------------------------------
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//////// DITHER: Ordered dithering
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//////// --------------------------------
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//////// https://en.wikipedia.org/wiki/Ordered_dithering
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const uint DITHER_SIZE = uint(1)<<DITHER_BASE;
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const uint BIT_WIDTH = DITHER_BASE;
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vec4 nearest_color(vec4 color) {
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return floor(color * float(DITHER_COLORS)) / float(DITHER_COLORS);
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}
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uint bit_reverse(uint x) {
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uint hi = uint(1 << BIT_WIDTH-uint(1));
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uint lo = uint(1);
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for (uint i = uint(0); i < BIT_WIDTH/uint(2); i++) {
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uint bit_hi = x & hi;
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uint bit_lo = x & lo;
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x &= ~hi & ~lo;
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if (bit_hi > uint(0)) x |= lo;
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if (bit_lo > uint(0)) x |= hi;
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hi >>= 1;
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lo >>= 1;
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}
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return x;
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}
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uint bit_interleave(uint x, uint y) {
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uint mask = uint(1) << BIT_WIDTH-uint(1);
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uint acc = uint(0);
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for (uint i = uint(0); i < BIT_WIDTH; i++) {
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acc |= (x & mask) << uint(2)*i + uint(1);
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acc |= (y & mask) << uint(2)*i;
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mask >>= 1;
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}
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return acc;
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}
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float bayer(uvec2 coord) {
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// magic bitwise formula from Wikipedia
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uint magic = bit_reverse(bit_interleave(coord.x ^ coord.y, coord.x));
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return float(magic+uint(1)) / (float(DITHER_SIZE)*float(DITHER_SIZE)) - 0.5;
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}
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vec4 dither(uvec2 coord, vec4 color) {
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if (DITHER_SIZE < uint(2)) return color;
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coord %= DITHER_SIZE;
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vec4 bias = vec4(
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bayer(coord),
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bayer(uvec2(uint(DITHER_SIZE) - coord.x - uint(1), coord.y)),
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bayer(uvec2(coord.x, uint(DITHER_SIZE) - coord.y - uint(1))),
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bayer(uvec2(uint(DITHER_SIZE) - coord.x - uint(1), uint(DITHER_SIZE) - coord.y - uint(1)))
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);
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return color + (bias / float(DITHER_COLORS));
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}
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//////// ================================
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//////// VENDOR: Vendored code
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//////// ================================
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////
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//// AUTHOR: unknown
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////
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vec3 linear2srgb(vec3 linear_rgb) {
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// I believe the first version is technically more accurate,
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// but the difference is usually negligable in practice.
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#if 1
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// copied from somewhere on the internet
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bvec3 cutoff = lessThan(linear_rgb, vec3(0.0031308));
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vec3 higher = vec3(1.055)*pow(linear_rgb, vec3(1.0/2.4)) - vec3(0.055);
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vec3 lower = linear_rgb * vec3(12.92);
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return mix(higher, lower, cutoff);
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// end copied from somewhere on the internet
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#else
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return pow(linear_rgb, vec3(1./2.2));
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#endif
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}
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@ -0,0 +1,504 @@
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//////// ================================
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//////// SETTINGS: Settings
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//////// ================================
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//
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// If you don't feel like tweaking settings, try one of these presets:
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//
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// 0: Maximize FPS at the cost of image quality. (DEFAULT)
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// 1: A balance between image quality and FPS.
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// 2: Just render a pretty static image.
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// 3: Demonstrate off the weird tiling render feature.
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//
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// The user settings below will override whatever preset you use.
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//
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#define PRESET 2
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//
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// Scenes:
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//
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// 1: A glossy rotating orange ball with two divets and blue floor.
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// 2:
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//
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#define SCENE 1
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//////// --------------------------------
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//////// Scene settings
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//////// --------------------------------
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// 0: circle around the origin
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// 1: portrait
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// 2: profile
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// 3: 3/4
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//#define SCENE2_CAMERA 0
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//////// --------------------------------
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//////// User settings
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//////// --------------------------------
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//////// Tweak these according to your preferences and the power of your graphics card.
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//////// Comment out a setting to restore it to its default value.
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//// ********************************
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//// Sample settings
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//// ********************************
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// The number of color samples taken per pixel. Increasing this has a dramatic effect on
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// image quality, reducing graininess and preventing overly-bright pixels ("fireflies").
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// However, how much GPU power you need to render a frame scales linearly with
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// the number of samples.
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//#define SAMPLES 1
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// The maximum number of times light can reflect or scatter before it is extinguished.
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//#define PATH_SEGMENTS 14
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//// ********************************
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//// Postprocessing settings
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//// ********************************
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// If a pixel color is too bright for fit in sRGB, there are two ways to handle it:
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//
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// 1. Clamp the pixel within the limits of sRGB, resulting in (near-)maximum
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// brightness at the cost of the color's saturation. (If it's too bright, it'll
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// become entirely white.)
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// 2. Reduce the brightness of the color until it fits within sRGB, preserving
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// the color's saturation, but losing even *more* brightness.
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//
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// Correction for saturation generally looks better, but isn't usually necessary
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// for more than five or so samples (because the bright pixels will average out
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// with the dark pixels and fall back within sRGB).
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//#define SATURATION_CORRECTION 1
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// The dithering looks pretty good. Honestly, at 1440p it makes even
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// 3 bits per color channel look *very* convincing. As far as I'm aware
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// there are no downsides to leaving it enabled. It would probably help
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// reduce color banding and improve color clarity in general.
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//#define ENABLE_DITHER 1
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// The number of available colors *per channel*.
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//define DITHER_COLORS 1<<8
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// The size of the Bayer matrix is 2^DITHER_BASE, so e.g. 4 is a 16x16 matrix.
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// This can't be larger than 16 because dithering is implemented using a 16-bit bit hack.
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//#define DITHER_BASE 16
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// Artifically restrict the colors to those specified in DITHER_COLORS.
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// If you set DITHER_COLORS to 6 or so and enable DITHER_NEAREST then screenshot
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// and convert the image to a GIF* using an appropriate conversion tool,
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// it will look exactly the same as it looks on your screen.
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// This was the motivating reason for adding dithering, and it looks amazing.
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//
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// * Pronounced "yif". Fite me.
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//#define DITHER_NEAREST 0
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//// ********************************
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//// Perspective settings
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//// ********************************
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// This shader natively uses a square (circular?) aspect ratio. With ASPECT_RATIO_CROP
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// enabled, if you use a wide aspect ratio, the frame will have its height
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// cropped so that the image can take up the full width of the screen.
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//#define ASPECT_RATIO_CROP 1
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// This setting affects how far you zoom in on the scene.
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// Greater values = more zoom. Fractional values zoom out. Negative values mirror the scene.
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//#define FOV 1.5
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// Camera position and angle. (Feel free to reference `time` here.)
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//#define CAMERA_POS vec3(0.)
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// (Don't worry, we call `normalize` for you.
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//#define CAMERA_DIR vec3(0., 0., 1.)
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///
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/// TILE_PERSPECTIVE and CLAMP_PERSPECTIVE are only relevant if you zoom out
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/// (e.g. an FOV < ~1.15). For more information on how and why these settings
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/// behave the way they do, see their extended descriptions in the `project` function.
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///
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// Points on the screen >1 or <-1 show the portion of the scene *behind* you,
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// mirrored so that the edges of each adjacent tile lines up (e.g. tiles above
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// and below are mirrored vertically, to the left and right horizontally).
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// This tiling is infinite. You might want to combine this with an IMAGE_OFFSET of
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// (-1, 0) so that you can see two whole hemispheres instead of one whole hemisphere
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// and two halves on opposite sides.
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//#define TILE_PERSPECTIVE 0
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// Points on the screen outside of the unit circle (within a tile) are clamped
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// to the nearest point on the unit circle. This doesn't look very good, but
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// might be preferable to just rendering black?
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//#define CLAMP_PERSPECTIVE 0
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// Slide the image around on the screen. Each time is `2x2` centered on the
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// origin, so an offset of e.g. (2,0) with TILE_PERSPECTIVE enabled
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// will show you the portion of the scene *behind* you.
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//#define IMAGE_OFFSET vec2(0., 0.)
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//// ********************************
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//// Simulation settings
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//// ********************************
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// The maximum number of steps a ray can take during marching before giving up
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// and colliding with nothing. This prevents scenes from taking infinite time to render.
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//#define MAX_STEPS 200
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// The maximum distance a ray can travel before we give up and just say it collides
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// with nothing. This helps prevent the background from appearing warped by the foreground
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// due to rays which march close to a foreground object run out of steps before
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// reaching their destination when slightly farther rays do reach their target.
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//#define MAX_DIST 20.
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// Average the color across frames by storing them in the buffer.
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// This is like supersampling, but across frames instead of within a pixel,
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// which lets you render with thousands of samples without crashing.
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// It's strongly advised that you enable FREEZE_TIME when this is enabled!
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// This uses iFrame, so if you want to enable this, make sure you hit the
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// "reset time" function or things will get screwed up.
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//#define AVERAGE_FRAMES 1
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// Set a time in seconds. The simulation will be frozen at this point in time every frame.
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// Comment this out to allow time to pass normally.
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//#define FREEZE_TIME 2.75
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// Loop time over an interval of this duration, beginning at FREEZE_TIME,
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// or 0, if FREEZE_TIME is not set.
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//#define LOOP_TIME 0.
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// Set the maximum duration of temporal antialiasing (i.e. how much time
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// motion blur smears across). Note that this is a *maximum* time, and motion
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// blur will never be greater than the duration of a frame. That said, when rendering
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// a still image with FREEZE_TIME you probably want this set to 0., and if you're
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// stuttering a lot, the large variance in frame times can make objects in the image
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// appear to jerk back and forth, so this probably shouldn't be any higher
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// than (the reciprocal of) your average framerate. Comment this out to
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// remove any cap on the amount of motion blur.
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//#define MAX_TAA_DIFF (1./30.)
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//////// --------------------------------
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//////// Internal settings
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//////// --------------------------------
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//////// If you're just viewing the shader, you shouldn't usually need to tweak these.
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// The minimum distance between two points before they are considered the same point.
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// Setting lower values increases the sharpness of the image at the cost of performance
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// and rounding errors at objects very far from 0.
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//
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// Ray marching halves the distance to the surface of an object each iteration, but the
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// end goal of ray marching is to pass slightly *inside* the object. Setting a minimum
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// distance prevents zeno's paradox. This also serves as a optimization
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// because the number of steps increases logarithmically as you decrease the minimum distance.
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//
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// Chosen to be 2^(-9), or about ~2mm, because that's the largest you can set it before
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// the quality of the image is significantly effected. You can set it as low as about
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// 2^(-19) before things begin to break. It's good to experiment with both high and low
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// values to help find bugs in the numerical precision of the light simulation.
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// If you have precision bugs, the simulation ends up getting affected pretty dramatically
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// by changes to MIN_DIST, whereas a numerically stable simulation is not affected much at all.
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//
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// I expect that a minimum distance of 2^(-9) would work until about 10km from the origin
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// with 32-bit floating point before starting to break down, but I have not tested it.
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//#define MIN_DIST (0.001953125)
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// The distance between samples when estimating a surface's normal. Smaller values result
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// in more precise calculations, but are more sensitive to numerical imprecision.
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// This should probably be less than MIN_DIST.
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//#define NORMAL_DELTA (MIN_DIST/4.)
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// Only march this much of MIN_DIST at a time to account for imprecision in the distance
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// calculations. Chosen by experimentation. If you have to set this low, that often means
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// that there's a bug somewhere (e.g. you forgot to call `normalize`).
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//
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// Right now, the simulation is numerically stable and I don't have to use it at all!
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// But I often find that it's necessary to set this to around ~0.92 when debugging
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// numerical issues.
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//#define IMPRECISION_FACTOR 1.
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//////// --------------------------------
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//////// Default settings & presets
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//////// --------------------------------
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//////// So you can restore a setting to its default value by commenting it out.
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#ifndef PRESET
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#define PRESET 0
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#endif
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#ifndef SCENE
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#define SCENE 2
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#endif
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//// ********************************
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//// Scene 2
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//// ********************************
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#if SCENE == 2
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#ifndef SCENE2_CAMERA
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#define SCENE2_CAMERA 1
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#endif
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#ifndef FOV
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#define FOV 1.2
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#endif
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#if SCENE2_CAMERA == 1
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(0., -0.1, -0.5)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(0., 0., 1.)
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#endif
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#elif SCENE2_CAMERA == 2
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(0.5, -0.1, 0.0)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(-1.0, 0.0, 0.0)
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#endif
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#elif SCENE2_CAMERA == 3
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(-sqrt(0.5/4.), -0.1, -sqrt(0.5/4.))
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(sqrt(0.5), 0., sqrt(0.5))
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#endif
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#else
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(sin(-time)*0.5, -0.1, cos(-time)*0.5)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(-sin(-time), 0., -cos(-time))
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#endif
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#endif
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#endif
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//// ********************************
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//// Preset 1
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//// ********************************
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#if PRESET == 1
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#ifndef SAMPLES
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#define SAMPLES 6
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#endif
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 16
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#endif
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#ifndef MAX_TAA_DIFF
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#define MAX_TAA_DIFF (1./30.)
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#endif
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//// ********************************
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//// Preset 2
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//// ********************************
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#elif PRESET == 2
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 10
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#endif
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#ifndef MAX_STEPS
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#define MAX_STEPS 300
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#endif
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#ifndef MAX_DIST
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#define MAX_DIST 50.
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#endif
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#ifndef MIN_DIST
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#define MIN_DIST (0.001953125/128.)
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#endif
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#ifndef MAX_TAA_DIFF
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#define MAX_TAA_DIFF 0.
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#endif
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#ifndef AVERAGE_FRAMES
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#define AVERAGE_FRAMES 1
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#endif
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#ifndef FREEZE_TIME
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#if SCENE == 1
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#define FREEZE_TIME 2.75
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#elif SCENE == 2
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#define FREEZE_TIME 2.3
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#else
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#define FREEZE_TIME 0.
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#endif
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#endif
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//// ********************************
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//// Preset 3
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//// ********************************
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#elif PRESET == 3
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#ifndef FOV
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#define FOV 0.5
|
||||
#endif
|
||||
#ifndef TILE_PERSPECTIVE
|
||||
#define TILE_PERSPECTIVE 1
|
||||
#endif
|
||||
#ifndef CLAMP_PERSPECTIVE
|
||||
#define CLAMP_PERSPECTIVE 1
|
||||
#endif
|
||||
#ifndef IMAGE_OFFSET
|
||||
#define IMAGE_OFFSET vec2(0., 0.)
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//// ********************************
|
||||
//// Preset 0 (defaults)
|
||||
//// ********************************
|
||||
#ifndef SAMPLES
|
||||
#define SAMPLES 1
|
||||
#endif
|
||||
#ifndef PATH_SEGMENTS
|
||||
#define PATH_SEGMENTS 10
|
||||
#endif
|
||||
|
||||
#ifndef SATURATION_CORRECTION
|
||||
#define SATURATION_CORRECTION 1
|
||||
#endif
|
||||
#ifndef ENABLE_DITHER
|
||||
#define ENABLE_DITHER 1
|
||||
#endif
|
||||
#ifndef DITHER_BASE
|
||||
#define DITHER_BASE 16
|
||||
#endif
|
||||
#ifndef DITHER_COLORS
|
||||
#define DITHER_COLORS (1<<8)
|
||||
#endif
|
||||
#ifndef DITHER_NEAREST
|
||||
#define DITHER_NEAREST 0
|
||||
#endif
|
||||
|
||||
#ifndef FOV
|
||||
#define FOV 1.5
|
||||
#endif
|
||||
#ifndef CAMERA_POS
|
||||
#define CAMERA_POS vec3(0.)
|
||||
#endif
|
||||
#ifndef CAMERA_DIR
|
||||
#define CAMERA_DIR vec3(0., 0., 1.)
|
||||
#endif
|
||||
#ifndef ASPECT_RATIO_CROP
|
||||
#define ASPECT_RATIO_CROP 1
|
||||
#endif
|
||||
#ifndef TILE_PERSPECTIVE
|
||||
#define TILE_PERSPECTIVE 0
|
||||
#endif
|
||||
#ifndef CLAMP_PERSPECTIVE
|
||||
#define CLAMP_PERSPECTIVE 0
|
||||
#endif
|
||||
#ifndef IMAGE_OFFSET
|
||||
#define IMAGE_OFFSET vec2(0., 0.)
|
||||
#endif
|
||||
#ifndef MAX_STEPS
|
||||
#define MAX_STEPS 200
|
||||
#endif
|
||||
#ifndef MAX_DIST
|
||||
#define MAX_DIST 20.
|
||||
#endif
|
||||
#ifndef AVERAGE_FRAMES
|
||||
#define AVERAGE_FRAMES 0
|
||||
#endif
|
||||
// FREEZE_TIME, LOOP_TIME, and MAX_TAA_DIFF are *undefined* by default.
|
||||
|
||||
#ifndef MIN_DIST
|
||||
#define MIN_DIST (0.001953125/8.)
|
||||
#endif
|
||||
#ifndef NORMAL_DELTA
|
||||
#define NORMAL_DELTA (MIN_DIST/4.)
|
||||
#endif
|
||||
#ifndef IMPRECISION_FACTOR
|
||||
#define IMPRECISION_FACTOR 1.
|
||||
#endif
|
||||
|
||||
//////// ================================
|
||||
//////// DOCS: Declarations & documentation
|
||||
//////// ================================
|
||||
|
||||
/// Convert a color from linear RGB to the sRGB color space.
|
||||
vec3 linear2srgb(vec3 color);
|
||||
|
||||
/// Convert a color from RGB (Red/Green/Blue) to HSV (Hue/Saturation/Value).
|
||||
vec3 rgb2hsv(vec3 rgb);
|
||||
|
||||
/// Convert a color from HSV (Hue/Saturation/Value) to RGB (Red/Green/Blue).
|
||||
vec3 hsv2rgb(vec3 hsv);
|
||||
|
||||
/// Return a random number between 0 and 1 (with uniform distribution);
|
||||
float rand();
|
||||
|
||||
/// Use the fragment coordinate and current frame to seed the random number generator.
|
||||
void seed_randoms(vec3 seed);
|
||||
|
||||
// Convenience definitions
|
||||
#define INF (1./0.)
|
||||
// NOTE: I used to use `sqrt(-1)`, but apparently that doesn't evaluate to NaN????
|
||||
// This makes me wonder if NaN isn't portable due to constant folding or something.
|
||||
#define NAN (0./0.)
|
||||
|
||||
//////// ================================
|
||||
//////// VENDOR: Vendored code
|
||||
//////// ================================
|
||||
|
||||
////
|
||||
//// AUTHOR: unknown
|
||||
////
|
||||
|
||||
vec3 linear2srgb(vec3 linear_rgb) {
|
||||
// I believe the first version is technically more accurate,
|
||||
// but the difference is usually negligable in practice.
|
||||
#if 1
|
||||
// copied from somewhere on the internet
|
||||
bvec3 cutoff = lessThan(linear_rgb, vec3(0.0031308));
|
||||
vec3 higher = vec3(1.055)*pow(linear_rgb, vec3(1.0/2.4)) - vec3(0.055);
|
||||
vec3 lower = linear_rgb * vec3(12.92);
|
||||
|
||||
return mix(higher, lower, cutoff);
|
||||
// end copied from somewhere on the internet
|
||||
#else
|
||||
return pow(linear_rgb, vec3(1./2.2));
|
||||
#endif
|
||||
}
|
||||
|
||||
////
|
||||
//// AUTHOR: Sam Hocevar (http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl)
|
||||
////
|
||||
|
||||
vec3 rgb2hsv(vec3 c) {
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
float e = 1.0e-10;
|
||||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
vec3 hsv2rgb(vec3 c) {
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
////
|
||||
//// AUTHOR: iq
|
||||
////
|
||||
|
||||
// Randoms (https://www.shadertoy.com/view/4sfGzS))
|
||||
// oldschool rand() from Visual Studio
|
||||
int _seed = 1;
|
||||
int irand(void) { _seed = _seed*0x343fd+0x269ec3; return (_seed>>16)&32767; }
|
||||
float rand(void) { return float(irand())/32767.0; }
|
||||
// hash to initialize the random sequence (copied from Hugo Elias)
|
||||
int hash( int n )
|
||||
{
|
||||
n = (n << 13) ^ n;
|
||||
return n * (n * n * 15731 + 789221) + 1376312589;
|
||||
}
|
||||
|
||||
void seed_randoms(vec3 s) {
|
||||
ivec3 q = ivec3(s);
|
||||
_seed = hash(q.x+hash(q.y+hash(q.z)));
|
||||
}
|
@ -0,0 +1,167 @@
|
||||
//////// ================================
|
||||
//////// SETTINGS
|
||||
//////// ================================
|
||||
//////// Check the Common tab for settings.
|
||||
|
||||
//////// ================================
|
||||
//////// DOCS: Declarations & documentation
|
||||
//////// ================================
|
||||
|
||||
// Retrieve a frame from Buffer A and then apply postprocessing.
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord);
|
||||
|
||||
/// Given a color which clips outside the color space (some channel is >1.0),
|
||||
/// reduce the brightness (without affecting hue or saturation) until it no
|
||||
/// longer clips. (The default behavior without doing this is just clipping,
|
||||
/// which affects the saturation of the color dramatically, often turning colors
|
||||
/// into 100% white pixels.)
|
||||
vec3 correct_saturation(vec3 color);
|
||||
|
||||
/// Round to the nearest color in DITHER_COLORS.
|
||||
vec4 nearest_color(vec4 color);
|
||||
|
||||
/// The length of the edge of the Bayer matrix used for dithering.
|
||||
const uint DITHER_SIZE = uint(1)<<uint(DITHER_BASE);
|
||||
|
||||
/// Apply ordered dithering, which reduces color banding and produces the appearance
|
||||
/// of more colors when in a limited color space (e.g. when making a GIF*).
|
||||
vec4 dither(uvec2 coord, vec4 color);
|
||||
|
||||
/// Directly index into a DITHER_SIZE^2 Bayer Matrix, returning a number from -0.5 to 0.5.
|
||||
float bayer(uvec2 coord);
|
||||
|
||||
/// The width in bits of a single coordinate into the Bayer matrix
|
||||
/// for bitwise operations (log2(DITHER_SIZE) i.e. just DITHER_BASE).
|
||||
const uint BIT_WIDTH = uint(DITHER_BASE);
|
||||
|
||||
/// Bitwise reverse the lower BIT_WIDTH bits of the integer.
|
||||
/// e.g. with bit width 5, 11010 --> 01011.
|
||||
uint bit_reverse(uint x);
|
||||
|
||||
/// Bitwise interleave two integers of length BIT_WIDTH into a single
|
||||
/// 2*BIT_WIDTH integer.
|
||||
///
|
||||
/// example interleave:
|
||||
///
|
||||
/// x = 0 1 0 0 1
|
||||
/// y = 1 0 0 1 1
|
||||
/// ----------
|
||||
/// r = 0110000111
|
||||
uint bit_interleave(uint x, uint y);
|
||||
|
||||
//////// ================================
|
||||
//////// IMPL: Implementation
|
||||
//////// ================================
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
vec2 uv = fragCoord/iResolution.xy;
|
||||
vec4 color = texture(iChannel0, uv);
|
||||
|
||||
// NOTE: it is possible for this renderer to emit colors brighter than 1.0,
|
||||
// for example if you use very bright or many light sources. These colors will be
|
||||
// displayed incorrectly, appearing desaturated and having their brightness
|
||||
// clamped to whatever color output is supported.
|
||||
//
|
||||
// This is common in particular if you have very bright lights in a scene,
|
||||
// which is sometimes necessary for objects to be clearly visible. The result
|
||||
// will be you seeing flashes of over-bright white pixels where you should
|
||||
// see color. One way to mitigate this is by increasing the number of samples per
|
||||
// pixel; the average brightness per pixel is generally less than 1.0 when averaged
|
||||
// out with the (more common) black pixels when no light source is encountered.
|
||||
//
|
||||
// Another mitigation approach is to do color correction, where instead of
|
||||
// trying to preserve the brightness by clamping the RGB values and losing saturation,
|
||||
// you try to preserve the saturation by scaling down the brightness until the
|
||||
// full saturation of the colors is visible (or at least part of it).
|
||||
|
||||
#if SATURATION_CORRECTION == 1
|
||||
color.rgb = correct_saturation(color.rgb);
|
||||
#else
|
||||
// The default behavior if you don't do anything.
|
||||
//color = clamp(vec4(0.), color, vec4(1.));
|
||||
#endif
|
||||
|
||||
color.rgb = linear2srgb(color.rgb);
|
||||
|
||||
#if ENABLE_DITHER == 1
|
||||
// Dithering after sRGB conversion is slightly worse because the bayer matrix
|
||||
// is linear whereas sRGB is non-linear, but if you do it *before* conversion,
|
||||
// then adjusted colors won't be *quite* close enough to nearest_color that they
|
||||
// should be closest to, which creates horrible artifacts after calling
|
||||
// `nearest_color` (and is just slightly wrong in general).
|
||||
uvec2 coord = uvec2(fragCoord); // for dithering
|
||||
color = dither(coord, color);
|
||||
#endif
|
||||
|
||||
#if DITHER_NEAREST == 1
|
||||
color = nearest_color(color);
|
||||
#endif
|
||||
|
||||
fragColor = color;
|
||||
}
|
||||
|
||||
vec3 correct_saturation(vec3 color) {
|
||||
// TODO: I'm sure there's a way to do this directly without having to
|
||||
// convert between color spaces twice. This was just more convenient in the moment.
|
||||
|
||||
// Convert to HSV so we can correct value (brightness) without affecting
|
||||
// hue or saturation.
|
||||
color.xyz = rgb2hsv(color.rgb);
|
||||
color.z = min(color.z, 1.);
|
||||
color.rgb = hsv2rgb(color.xyz);
|
||||
return color;
|
||||
}
|
||||
|
||||
//////// --------------------------------
|
||||
//////// DITHER: Ordered dithering
|
||||
//////// --------------------------------
|
||||
//////// https://en.wikipedia.org/wiki/Ordered_dithering
|
||||
|
||||
vec4 nearest_color(vec4 color) {
|
||||
return floor(color * float(DITHER_COLORS)) / float(DITHER_COLORS);
|
||||
}
|
||||
|
||||
vec4 dither(uvec2 coord, vec4 color) {
|
||||
if (DITHER_SIZE < uint(2)) return color;
|
||||
coord %= DITHER_SIZE;
|
||||
vec4 bias = vec4(
|
||||
bayer(coord),
|
||||
bayer(uvec2(uint(DITHER_SIZE) - coord.x - uint(1), coord.y)),
|
||||
bayer(uvec2(coord.x, uint(DITHER_SIZE) - coord.y - uint(1))),
|
||||
bayer(uvec2(uint(DITHER_SIZE) - coord.x - uint(1), uint(DITHER_SIZE) - coord.y - uint(1)))
|
||||
);
|
||||
return color + (bias / float(DITHER_COLORS));
|
||||
}
|
||||
|
||||
float bayer(uvec2 coord) {
|
||||
// Magic bitwise formula from Wikipedia produces values from 0 to (DITHER_SIZE^2)-1.
|
||||
uint magic = bit_reverse(bit_interleave(coord.x ^ coord.y, coord.x));
|
||||
// Convert to normalized float from -0.5 to 0.5.
|
||||
return float(magic+uint(1)) / (float(DITHER_SIZE)*float(DITHER_SIZE)) - 0.5;
|
||||
}
|
||||
|
||||
uint bit_reverse(uint x) {
|
||||
uint hi = uint(1 << BIT_WIDTH-uint(1));
|
||||
uint lo = uint(1);
|
||||
for (uint i = uint(0); i < BIT_WIDTH/uint(2); i++) {
|
||||
uint bit_hi = x & hi;
|
||||
uint bit_lo = x & lo;
|
||||
x &= ~hi & ~lo;
|
||||
if (bit_hi > uint(0)) x |= lo;
|
||||
if (bit_lo > uint(0)) x |= hi;
|
||||
hi >>= 1;
|
||||
lo >>= 1;
|
||||
}
|
||||
return x;
|
||||
}
|
||||
|
||||
uint bit_interleave(uint x, uint y) {
|
||||
uint mask = uint(1) << BIT_WIDTH-uint(1);
|
||||
uint acc = uint(0);
|
||||
for (uint i = uint(0); i < BIT_WIDTH; i++) {
|
||||
acc |= (x & mask) << uint(2)*i + uint(1);
|
||||
acc |= (y & mask) << uint(2)*i;
|
||||
mask >>= 1;
|
||||
}
|
||||
return acc;
|
||||
}
|
Loading…
Reference in New Issue