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			74 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| ////////////////////////////////////////////////////////////////////////////////
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| // Triangular Dither                                                          //
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| // By The Sandvich Maker                                                      //
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| // Ported to ReShade by TreyM                                                 //
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| ////////////////////////////////////////////////////////////////////////////////
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| 
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| ////////////////////////////////////////////////////////////////////////////////
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| //                                                                            //
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| // Usage:                                                                     //
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| //   Include this file in your shader like so: #include "TriDither.fx"        //
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| //                                                                            //
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| //   For shader developers, use this syntax to do a function call in your     //
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| //   code as the last thing before exiting a given shader. You should dither  //
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| //   anytime data is going to be truncated to a lower bitdepth. Color input   //
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| //   must be a float3 value.                                                  //
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| //                                                                            //
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| //  input.rgb += TriDither(input.rgb, uv, bits);                              //
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| //                                                                            //
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| //     "bits" is an integer number that determines the bit depth              //
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| //      being dithered to. Usually 8, sometimes 10                            //
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| //      You can automate this by letting Reshade decide like so:              //
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| //                                                                            //
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| //  input += TriDither(input, uv, BUFFER_COLOR_BIT_DEPTH);                    //
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| //                                                                            //
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| //      Manual setup looks something like this for an 8-bit backbuffer:       //
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| //                                                                            //
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| //  input.rgb += TriDither(input.rgb, uv, 8);                                 //
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| //                                                                            //
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| ////////////////////////////////////////////////////////////////////////////////
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| 
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| uniform float DitherTimer < source = "timer"; >;
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| #define       remap(v, a, b) (((v) - (a)) / ((b) - (a)))
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| 
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| float rand21(float2 uv)
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| {
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|     float2 noise = frac(sin(dot(uv, float2(12.9898, 78.233) * 2.0)) * 43758.5453);
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|     return (noise.x + noise.y) * 0.5;
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| }
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| 
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| float rand11(float x)
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| {
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|     return frac(x * 0.024390243);
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| }
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| 
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| float permute(float x)
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| {
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|     return ((34.0 * x + 1.0) * x) % 289.0;
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| }
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| 
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| float3 TriDither(float3 color, float2 uv, int bits)
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| {
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|     float bitstep = exp2(bits) - 1.0;
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|     float lsb = 1.0 / bitstep;
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|     float lobit = 0.5 / bitstep;
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|     float hibit = (bitstep - 0.5) / bitstep;
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| 
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|     float3 m = float3(uv, rand21(uv + (DitherTimer * 0.001))) + 1.0;
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|     float h = permute(permute(permute(m.x) + m.y) + m.z);
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| 
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|     float3 noise1, noise2;
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|     noise1.x = rand11(h); h = permute(h);
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|     noise2.x = rand11(h); h = permute(h);
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|     noise1.y = rand11(h); h = permute(h);
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|     noise2.y = rand11(h); h = permute(h);
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|     noise1.z = rand11(h); h = permute(h);
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|     noise2.z = rand11(h);
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| 
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|     float3 lo = saturate(remap(color.xyz, 0.0, lobit));
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|     float3 hi = saturate(remap(color.xyz, 1.0, hibit));
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|     float3 uni = noise1 - 0.5;
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|     float3 tri = noise1 - noise2;
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| 	return lerp(uni, tri, min(lo, hi)) * lsb;
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| }
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