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// C64 palette, ordered-dither quantization, and border color animation.
// Provides dither_c64() and get_border_c64() for NTSC and retro post-process effects.
#include "math/noise"
const NUM_COLORS : u32 = 16;
const C64Colors = array<vec3f, NUM_COLORS>(
vec3f(13.0/255.0, 13.0/255.0, 13.0/255.0), // 0 black
vec3f(242.0/255.0, 242.0/255.0, 242.0/255.0), // 1 white
vec3f(89.0/255.0, 39.0/255.0, 33.0/255.0), // 2 red
vec3f(170.0/255.0, 220.0/255.0, 240.0/255.0), // 3 cyan
vec3f(101.0/255.0, 27.0/255.0, 109.0/255.0), // 4 purple
vec3f(120.0/255.0, 198.0/255.0, 112.0/255.0), // 5 green
vec3f(54.0/255.0, 53.0/255.0, 152.0/255.0), // 6 blue
vec3f(226.0/255.0, 229.0/255.0, 115.0/255.0), // 7 yellow
vec3f(141.0/255.0, 85.0/255.0, 50.0/255.0), // 8 orange
vec3f(89.0/255.0, 63.0/255.0, 13.0/255.0), // 9 brown
vec3f(189.0/255.0, 110.0/255.0, 115.0/255.0), // 10 pink
vec3f(80.0/255.0, 80.0/255.0, 80.0/255.0), // 11 dark gray
vec3f(124.0/255.0, 124.0/255.0, 124.0/255.0), // 12 gray
vec3f(165.0/255.0, 242.0/255.0, 156.0/255.0), // 13 bright green
vec3f(114.0/255.0, 111.0/255.0, 224.0/255.0), // 14 light blue
vec3f(128.0/255.0, 128.0/255.0, 128.0/255.0) // 15 middle gray
);
const BAYER_8X8 = array<u32, 64>(
0, 32, 8, 40, 2, 34, 10, 42,
48, 16, 56, 24, 50, 18, 58, 26,
12, 44, 4, 36, 14, 46, 6, 38,
60, 28, 52, 20, 62, 30, 54, 22,
3, 35, 11, 43, 1, 33, 9, 41,
51, 19, 59, 27, 49, 17, 57, 25,
15, 47, 7, 39, 13, 45, 5, 37,
63, 31, 55, 23, 61, 29, 53, 21
);
const DistanceParam = 0.65;
fn colorDistance(color: vec4f, c1: vec4f, c2: vec4f, frac: f32) -> f32 {
return mix(distance(color, mix(c1, c2, frac)),
distance(color, c1) + distance(color, c2),
0.5 * DistanceParam * DistanceParam);
}
// Quantize col to the nearest C64 color pair using 8x8 Bayer dithering.
// xsize/ysize: virtual pixel grid dimensions (e.g. 54.*8., 33.*8.).
fn dither_c64(col: vec4f, uv: vec2f, xsize: f32, ysize: f32) -> vec4f {
let ix = u32(floor(uv.x * xsize / 2.)) % 8;
let iy = u32(floor(uv.y * ysize / 2.)) % 8;
let thresh = f32(BAYER_8X8[ix + 8 * iy]) / 64.;
var color = min(col, vec4f(1.));
color *= color; // ~gamma
var c1 = vec4f(0.);
var c2 = vec4f(0.);
var frac = 0.0;
var best = 1.e5;
for (var i = 0u; i < NUM_COLORS; i += 1u) {
var p1 = vec4f(C64Colors[i], 1.);
p1 *= p1;
for (var j = i + 1u; j < NUM_COLORS; j += 1u) {
var p2 = vec4f(C64Colors[j], 1.);
p2 *= p2;
// min-L2 optim
let dc = p1 - p2;
var a = dot(dc, p1 - color) / dot(dc, dc);
a = clamp(a, 0., 1.);
let dist = colorDistance(color, p1, p2, a);
if (dist < best) {
best = dist;
c1 = p1;
c2 = p2;
frac = a;
}
}
}
color = mix(c1, c2, f32(frac > thresh));
return sqrt(color);
}
// Animated C64 border color: cycles through palette driven by beat_time.
// ysize: virtual scanline count (e.g. 33.*8.), matching the pixel grid.
fn get_border_c64(uv: vec2f, beat_time: f32, ysize: f32) -> vec4f {
let offset = uv.x + ysize * uv.y / 8.;
let phase = 3. * round(hash_1f(beat_time * 533.) * 24.);
let id = round(hash_1f(round(sin(beat_time * 1.6) + offset + phase)) * 8.);
return vec4f(C64Colors[u32(id)], 1.);
}
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