This commit is contained in:
2024-12-13 15:15:23 +03:00
parent 44bb459c1b
commit fa7b12c88c
66 changed files with 1732 additions and 389 deletions

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// #type vertex
#version 460 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aUV;
layout (location = 0) out vec2 oUV;
void main()
{
oUV = aUV;
gl_Position = vec4(aPos, 0.0, 1.0);
}
// #type fragment
#version 460 core
precision highp float;
// All components are in the range [0…1], including hue.
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);
}
// 16 Windows color palette (approximated)
const vec3 windowsPalette[7] = vec3[](
vec3(rgb2hsv(vec3(0.0, 0.0, 1.0)).rg, 0.0), // Blue (FOREGROUND_BLUE)
vec3(rgb2hsv(vec3(0.0, 1.0, 0.0)).rg, 0.0), // Green (FOREGROUND_GREEN)
vec3(rgb2hsv(vec3(0.0, 1.0, 1.0)).rg, 0.0), // Cyan (FOREGROUND_GREEN | FOREGROUND_BLUE)
vec3(rgb2hsv(vec3(1.0, 0.0, 0.0)).rg, 0.0), // Red (FOREGROUND_RED)
vec3(rgb2hsv(vec3(1.0, 0.0, 1.0)).rg, 0.0), // Magenta (FOREGROUND_RED | FOREGROUND_BLUE)
vec3(rgb2hsv(vec3(1.0, 1.0, 0.0)).rg, 0.0), // Yellow (FOREGROUND_RED | FOREGROUND_GREEN)
vec3(rgb2hsv(vec3(1.0, 1.0, 1.0)).rg, 0.0) // White (all colors set)
);
// Find the closest color in the Windows palette
int findClosestColor(vec3 color) {
int closestIndex = 0;
float minDistance = distance(color, windowsPalette[0]);
for (int i = 1; i < 7; i++) {
float dist = distance(color, windowsPalette[i]);
if (dist < minDistance) {
minDistance = dist;
closestIndex = i;
}
}
return closestIndex + 1;
}
float calculateLuminosity(vec3 color) {
// Standard luminosity calculation
float luminosity = dot(color, vec3(0.299, 0.587, 0.114));
return clamp(luminosity, 0.0, 1.0);
}
uniform sampler2D uInputTexture;
layout (location = 0) in vec2 iUV;
layout (location = 0) out vec4 FragColor;
void main() {
vec3 pixelColor = texture(uInputTexture, iUV).rgb;
vec3 pixelColorHsv = rgb2hsv(pixelColor);
// Find closest color index (4 bits)
int colorIndex = findClosestColor(vec3(pixelColorHsv.rg, 0));
// Calculate luminosity (4 bits)
float luminosity = calculateLuminosity(pixelColor);
// Combine into a single byte-like value
// High 4 bits: color index
// Low 4 bits: luminosity
FragColor = vec4(luminosity, colorIndex / 255.0, 0, 1);
}