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Commit 20f44fb5 authored by David Parks's avatar David Parks
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SL-18190 Reduce banding - tweak noise function.

parent 64cfcea3
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2 merge requests!3Update to main branch,!2Rebase onto current main branch
...@@ -47,6 +47,7 @@ vec3 linear_to_srgb(vec3 cl); ...@@ -47,6 +47,7 @@ vec3 linear_to_srgb(vec3 cl);
// By Morgan McGuire @morgan3d, http://graphicscodex.com // By Morgan McGuire @morgan3d, http://graphicscodex.com
// //
float hash(float n) { return fract(sin(n) * 1e4); } float hash(float n) { return fract(sin(n) * 1e4); }
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(float x) { float noise(float x) {
float i = floor(x); float i = floor(x);
...@@ -54,6 +55,28 @@ float noise(float x) { ...@@ -54,6 +55,28 @@ float noise(float x) {
float u = f * f * (3.0 - 2.0 * f); float u = f * f * (3.0 - 2.0 * f);
return mix(hash(i), hash(i + 1.0), u); return mix(hash(i), hash(i + 1.0), u);
} }
float noise(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
// Four corners in 2D of a tile
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
// Simple 2D lerp using smoothstep envelope between the values.
// return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
// mix(c, d, smoothstep(0.0, 1.0, f.x)),
// smoothstep(0.0, 1.0, f.y)));
// Same code, with the clamps in smoothstep and common subexpressions
// optimized away.
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
//============================= //=============================
void main() void main()
...@@ -61,9 +84,10 @@ void main() ...@@ -61,9 +84,10 @@ void main()
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
diff.rgb = linear_to_srgb(diff.rgb); diff.rgb = linear_to_srgb(diff.rgb);
vec3 seed = diff.rgb*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y)*2048; vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y);
vec3 nz = vec3(noise(seed.r), noise(seed.g), noise(seed.b)); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff.rgb += nz*0.005; diff.rgb += nz*0.008;
//diff.rgb = nz;
frag_color = diff; frag_color = diff;
} }
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