85 lines
3.3 KiB
GLSL
Executable File
85 lines
3.3 KiB
GLSL
Executable File
// GLSL debanding shader, use as: source-shader=path/to/deband.glsl
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// (Loosely based on flash3kyuu_deband, but expanded to multiple iterations)
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//------------ Configuration section ------------
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// The threshold of difference below which a pixel is considered to be part of
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// a gradient. Higher = more debanding, but setting it too high diminishes image
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// details.
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#define THRESHOLD 64
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// The range (in source pixels) at which to sample for neighbours. Higher values
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// will find more gradients, but lower values will deband more aggressively.
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#define RANGE 8
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// The number of debanding iterations to perform. Each iteration samples from
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// random positions, so increasing the number of iterations is likely to
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// increase the debanding quality. Conversely, it slows the shader down.
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// (Each iteration will use a multiple of the configured RANGE, and a
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// successively lower THRESHOLD - so setting it much higher has little effect)
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#define ITERATIONS 4
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// (Optional) Add some extra noise to the image. This significantly helps cover
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// up remaining banding and blocking artifacts, at comparatively little visual
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// quality. Higher = more grain. Setting it to 0 disables the effect.
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#define GRAIN 48
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// Note: If performance is too slow, try eg. RANGE=16 ITERATIONS=2. In general,
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// an increase in the number of ITERATIONS should roughly correspond to a
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// decrease in RANGE and perhaps an increase in THRESHOLD.
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//------------ End of configuration ------------
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// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post
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float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
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float permute(float x) { return mod289((34.0*x + 1.0) * x); }
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float rand(float x) { return fract(x / 41.0); }
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// Helper: Calculate a stochastic approximation of the avg color around a pixel
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vec4 average(sampler2D tex, vec2 pos, float range, inout float h)
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{
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// Compute a random rangle and distance
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float dist = rand(h) * range; h = permute(h);
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float dir = rand(h) * 6.2831853; h = permute(h);
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vec2 pt = dist / image_size;
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vec2 o = vec2(cos(dir), sin(dir));
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// Sample at quarter-turn intervals around the source pixel
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vec4 ref[4];
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ref[0] = texture(tex, pos + pt * vec2( o.x, o.y));
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ref[1] = texture(tex, pos + pt * vec2(-o.y, o.x));
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ref[2] = texture(tex, pos + pt * vec2(-o.x, -o.y));
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ref[3] = texture(tex, pos + pt * vec2( o.y, -o.x));
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// Return the (normalized) average
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return cmul*(ref[0] + ref[1] + ref[2] + ref[3])/4.0;
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}
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vec4 sample(sampler2D tex, vec2 pos, vec2 tex_size)
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{
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float h;
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// Initialize the PRNG by hashing the position + a random uniform
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vec3 m = vec3(pos, random) + vec3(1.0);
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h = permute(permute(permute(m.x)+m.y)+m.z);
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// Sample the source pixel
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vec4 col = cmul*texture(tex, pos);
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for (int i = 1; i <= ITERATIONS; i++) {
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// Use the average instead if the difference is below the threshold
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vec4 avg = average(tex, pos, i*RANGE, h);
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vec4 diff = abs(col - avg);
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col = mix(avg, col, greaterThan(diff, vec4(THRESHOLD/(i*16384.0))));
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}
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// Add some random noise to the output
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vec3 noise;
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noise.x = rand(h); h = permute(h);
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noise.y = rand(h); h = permute(h);
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noise.z = rand(h); h = permute(h);
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col.rgb += (GRAIN/8192.0) * (noise - vec3(0.5));
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return col;
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}
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// vim: set ft=glsl:
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