Add dithering
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e4ee421628
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3 changed files with 42 additions and 4 deletions
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@ -51,6 +51,7 @@ export class RendererImplementation implements Renderer {
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private _canvasSize: vec2;
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private blendFactor!: number;
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private canvasResizeObserver!: ResizeObserver;
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private frameIndex = 0;
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private applyRuntimeSettings: {
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[key in keyof RuntimeSettings]: (value: any) => void;
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@ -247,6 +248,18 @@ export class RendererImplementation implements Renderer {
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distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
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// The motion-blur blend multiplies the lights pass' output by
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// blendFactor before it reaches the 8-bit canvas, which would attenuate
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// the anti-banding dither below the quantization step it has to mask.
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// Pre-scale the dither to arrive at full strength after blending; the
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// clamp keeps extreme motion-blur values from injecting visible grain.
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ditherStrength: lightsSizeChanged ? 1 : 1 / Math.max(this.blendFactor, 0.125),
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// Scroll the dither pattern every frame (golden-ratio offset), so the
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// motion-blur blend averages independently dithered frames instead of
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// freezing into a banded fixed point.
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ditherSeed: (this.frameIndex = (this.frameIndex + 1) & 63) * 5.588238,
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};
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this.distancePass.render(this.uniformsProvider.getUniforms(common), [
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@ -1,6 +1,10 @@
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#version 100
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precision lowp float;
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define INTENSITY_INSIDE_RATIO {intensityInsideRatio}
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#define SHADOW_TRACE_COUNT {shadowTraceCount}
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@ -11,6 +15,8 @@ precision lowp float;
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{macroDefinitions}
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uniform float shadingNdcPixelSize;
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uniform float ditherStrength;
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uniform float ditherSeed;
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uniform vec2 squareToAspectRatioTimes2;
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uniform vec3 ambientLight;
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@ -62,6 +68,14 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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#endif
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#endif
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float ditherNoise() {
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float ign = fract(52.9829189 * fract(
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dot(gl_FragCoord.xy + ditherSeed, vec2(0.06711056, 0.00583715))
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));
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float t = 2.0 * ign - 1.0;
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return sign(t) * (1.0 - sqrt(1.0 - abs(t)));
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}
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void main() {
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vec4 rgbaColorAtPosition;
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float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
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@ -144,7 +158,7 @@ void main() {
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float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
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vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
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gl_FragColor = vec4(
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antialiasedColor,
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antialiasedColor + ditherNoise() * ditherStrength / 255.0,
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rgbaColorAtPosition.a
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);
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}
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@ -1,6 +1,7 @@
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#version 300 es
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precision lowp float;
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precision highp float;
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precision highp sampler2D;
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#define INTENSITY_INSIDE_RATIO {intensityInsideRatio}
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#define SHADOW_TRACE_COUNT {shadowTraceCount}
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@ -13,6 +14,8 @@ precision lowp float;
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uniform float shadingNdcPixelSize;
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uniform float distanceNdcPixelSize;
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uniform float ditherStrength;
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uniform float ditherSeed;
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uniform vec2 squareToAspectRatioTimes2;
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uniform vec3 ambientLight;
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@ -83,6 +86,14 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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#endif
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#endif
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float ditherNoise() {
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float ign = fract(52.9829189 * fract(
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dot(gl_FragCoord.xy + ditherSeed, vec2(0.06711056, 0.00583715))
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));
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float t = 2.0 * ign - 1.0;
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return sign(t) * (1.0 - sqrt(1.0 - abs(t)));
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}
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out vec4 fragmentColor;
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void main() {
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vec4 rgbaColorAtPosition = getColor(uvCoordinates);
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@ -167,7 +178,7 @@ void main() {
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float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
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vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
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fragmentColor = vec4(
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antialiasedColor,
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antialiasedColor + ditherNoise() * ditherStrength / 255.0,
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rgbaColorAtPosition.a
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);
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}
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