diff --git a/main.c b/main.c index 2a5d62e..fde2990 100644 --- a/main.c +++ b/main.c @@ -3459,7 +3459,7 @@ void init(void) // .mipmap_filter = SG_FILTER_LINEAR, .wrap_u = SG_WRAP_CLAMP_TO_EDGE, .wrap_v = SG_WRAP_CLAMP_TO_EDGE, - // .max_anisotropy = 16, + .max_anisotropy = 16, .label = "sampler-linear", }); @@ -3469,6 +3469,7 @@ void init(void) .wrap_u = SG_WRAP_CLAMP_TO_BORDER, .wrap_v = SG_WRAP_CLAMP_TO_BORDER, .border_color = SG_BORDERCOLOR_OPAQUE_WHITE, + .max_anisotropy = 16, .label = "sampler-linear-border", }); diff --git a/threedee.glsl b/threedee.glsl index 228d9fc..c3f3923 100644 --- a/threedee.glsl +++ b/threedee.glsl @@ -5,58 +5,13 @@ @ctype vec3 Vec3 @ctype vec2 Vec2 -@block inverse_functions - // Webgl 1 doesn't have inverse() but we need it, pulled from https://github.com/glslify/glsl-inverse/blob/master/index.glsl - mat4 my_inverse(mat4 m) { - float - a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3], - a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3], - a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3], - a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - return mat4( - a11 * b11 - a12 * b10 + a13 * b09, - a02 * b10 - a01 * b11 - a03 * b09, - a31 * b05 - a32 * b04 + a33 * b03, - a22 * b04 - a21 * b05 - a23 * b03, - a12 * b08 - a10 * b11 - a13 * b07, - a00 * b11 - a02 * b08 + a03 * b07, - a32 * b02 - a30 * b05 - a33 * b01, - a20 * b05 - a22 * b02 + a23 * b01, - a10 * b10 - a11 * b08 + a13 * b06, - a01 * b08 - a00 * b10 - a03 * b06, - a30 * b04 - a31 * b02 + a33 * b00, - a21 * b02 - a20 * b04 - a23 * b00, - a11 * b07 - a10 * b09 - a12 * b06, - a00 * b09 - a01 * b07 + a02 * b06, - a31 * b01 - a30 * b03 - a32 * b00, - a20 * b03 - a21 * b01 + a22 * b00) / det; - } -@end - - // for this block, define a variable called `model_space_pos` to be used as an input @block vs_compute_light_output world_space_frag_pos = model * vec4(model_space_pos, 1.0); vec4 frag_pos = view * world_space_frag_pos; //@Speed I think we can just take the third row here and be fine. - light_dir = normalize(my_inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz; + light_dir = normalize(inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz; light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0); @@ -92,8 +47,6 @@ float decode_normalized_float32(vec4 v) return sign * (v.z*255.0 + v.y); } -@include_block inverse_functions - void main() { vec4 total_position = vec4(0.0f); @@ -151,8 +104,6 @@ uniform vs_params { vec3 wobble_world_source; }; -@include_block inverse_functions - void main() { //vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z); @@ -498,6 +449,8 @@ vec3 acesFilm(const vec3 x) { return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0); } +@include tuning.h + void main() { // clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard; @@ -510,23 +463,36 @@ void main() { col.rgb = acesFilm(col.rgb); - // Film grain - vec2 grain_uv = gl_FragCoord.xy / screen_size.xy; - float x = grain_uv.x * grain_uv.y * time * 24 + 100.0; - vec3 noise = vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)) * 100.0; - col.rgb += (noise - 0.5) * 0.05; - col.rgb *= 0.95; - // Hard-clip contrast levels - float min = 11; float max = 204; - col.rgb -= min/255; - col.rgb *= 255/(max-min); - // Vignette - col.rgb *= clamp(1.5 - length(gl_FragCoord.xy / screen_size.xy - vec2(0.5)), 0, 1); - // Cross-process - float cross_process_strength = 0.5; - col.rg *= (col.rg * ((-cross_process_strength) * col.rg + (-1.5 * (-cross_process_strength))) + (0.5 * (-cross_process_strength) + 1)); - col.b *= (col.b * ((+cross_process_strength) * col.b + (-1.5 * (+cross_process_strength))) + (0.5 * (+cross_process_strength) + 1)); - col.rgb = clamp(col.rgb, 0, 1); + #if (FILM_GRAIN_STRENGTH > 0) + { // Film grain + vec2 grain_uv = gl_FragCoord.xy / screen_size.xy; + float x = grain_uv.x * grain_uv.y * time * 24 + 100.0; + vec3 noise = vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)) * 100.0; + col.rgb += (noise - 0.5) * (FILM_GRAIN_STRENGTH * 0.01); + col.rgb *= (1 - FILM_GRAIN_STRENGTH * 0.01); + } + #endif + #if (CONTRAST_BOOST_MIN > 0 || CONTRAST_BOOST_MAX < 255) + { // Hard-clip contrast levels + float min = CONTRAST_BOOST_MIN; + float max = CONTRAST_BOOST_MAX; + col.rgb -= min/255; + col.rgb *= 255/(max-min); + } + #endif + #if (VIGNETTE_STRENGTH > 0) + { // Vignette + col.rgb *= clamp((2 - VIGNETTE_STRENGTH * 0.01) - length(gl_FragCoord.xy / screen_size.xy - vec2(0.5)), 0, 1); + } + #endif + #if (CROSS_PROCESS_STRENGTH > 0) + { // Cross-process + float cross_process_strength = CROSS_PROCESS_STRENGTH * 0.01; + col.rg *= (col.rg * ((-cross_process_strength) * col.rg + (-1.5 * (-cross_process_strength))) + (0.5 * (-cross_process_strength) + 1)); + col.b *= (col.b * ((+cross_process_strength) * col.b + (-1.5 * (+cross_process_strength))) + (0.5 * (+cross_process_strength) + 1)); + } + #endif + // col.rgb = clamp(col.rgb, 0, 1); frag_color = col; } diff --git a/tuning.h b/tuning.h index 12cc8a1..aa0d868 100644 --- a/tuning.h +++ b/tuning.h @@ -1,4 +1,5 @@ -#pragma once +#ifndef TUNING_H // #pragma once isn't supported by sokol-shdc yet +#define TUNING_H #define LEVEL_TILES 150 // width and height of level tiles array #define LAYERS 3 @@ -71,3 +72,20 @@ #define NEAR_PLANE_DISTANCE (0.01f) #define FAR_PLANE_DISTANCE (45.0f) #define SHADOW_MAP_DIMENSION (2048) + +// Post-processing +#if 0 // use this to completely disable +#define FILM_GRAIN_STRENGTH 0 // 0 to 100 +#define CONTRAST_BOOST_MIN 0 // 0 to 255 +#define CONTRAST_BOOST_MAX 255 // 0 to 255 +#define VIGNETTE_STRENGTH 0 // 0 to 100 +#define CROSS_PROCESS_STRENGTH 0 // 0 to 100 +#else +#define FILM_GRAIN_STRENGTH 0 // 0 to 100 +#define CONTRAST_BOOST_MIN 11 // 0 to 255 +#define CONTRAST_BOOST_MAX 204 // 0 to 255 +#define VIGNETTE_STRENGTH 50 // 0 to 100 +#define CROSS_PROCESS_STRENGTH 50 // 0 to 100 +#endif + +#endif // TUNING_H