diff options
Diffstat (limited to 'src/gpu/effects/GrDitherEffect.fp')
-rw-r--r-- | src/gpu/effects/GrDitherEffect.fp | 83 |
1 files changed, 13 insertions, 70 deletions
diff --git a/src/gpu/effects/GrDitherEffect.fp b/src/gpu/effects/GrDitherEffect.fp index 937efae264..1c35b38cd2 100644 --- a/src/gpu/effects/GrDitherEffect.fp +++ b/src/gpu/effects/GrDitherEffect.fp @@ -1,74 +1,17 @@ -// This controls the range of values added to color channels -layout(key) in int rangeType; - -@make { - static sk_sp<GrFragmentProcessor> Make(GrPixelConfig dstConfig) { - int rangeType; - switch (dstConfig) { - case kGray_8_GrPixelConfig: - case kRGBA_8888_GrPixelConfig: - case kBGRA_8888_GrPixelConfig: - case kSRGBA_8888_GrPixelConfig: - case kSBGRA_8888_GrPixelConfig: - rangeType = 0; - break; - case kRGB_565_GrPixelConfig: - rangeType = 1; - break; - case kRGBA_4444_GrPixelConfig: - rangeType = 2; - break; - case kUnknown_GrPixelConfig: - case kAlpha_half_GrPixelConfig: - case kRGBA_8888_sint_GrPixelConfig: - case kRGBA_float_GrPixelConfig: - case kRG_float_GrPixelConfig: - case kRGBA_half_GrPixelConfig: - case kAlpha_8_GrPixelConfig: - return nullptr; - } - return sk_sp<GrFragmentProcessor>(new GrDitherEffect(rangeType)); - } -} - void main() { - float value; - float range; - @switch (rangeType) { - case 0: - range = 1.0 / 255.0; - break; - case 1: - range = 1.0 / 63.0; - break; - default: - // Experimentally this looks better than the expected value of 1/15. - range = 0.125 / 15.0; - break; - } - @if (sk_Caps.integerSupport) { - // This ordered-dither code is lifted from the cpu backend. - int x = int(sk_FragCoord.x); - int y = int(sk_FragCoord.y); - uint m = (y & 1) << 5 | (x & 1) << 4 | - (y & 2) << 2 | (x & 2) << 1 | - (y & 4) >> 1 | (x & 4) >> 2; - value = float(m) * 1.0 / 64.0 - 63.0 / 128.0; - } else { - // Generate a random number based on the fragment position. For this - // random number generator, we use the "GLSL rand" function - // that seems to be floating around on the internet. It works under - // the assumption that sin(<big number>) oscillates with high frequency - // and sampling it will generate "randomness". Since we're using this - // for rendering and not cryptography it should be OK. - value = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - .5; - } - // For each color channel, add the random offset to the channel value and then clamp - // between 0 and alpha to keep the color premultiplied. - sk_OutColor = vec4(clamp(sk_InColor.rgb + value * range, 0, sk_InColor.a), sk_InColor.a); + // Generate a random number based on the fragment position. For this + // random number generator, we use the "GLSL rand" function + // that seems to be floating around on the internet. It works under + // the assumption that sin(<big number>) oscillates with high frequency + // and sampling it will generate "randomness". Since we're using this + // for rendering and not cryptography it should be OK. + + // For each channel c, add the random offset to the pixel to either bump + // it up or let it remain constant during quantization. + float r = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - .5; + sk_OutColor = clamp(1 / 255.0 * vec4(r) + sk_InColor, 0, 1); } @test(testData) { - float range = testData->fRandom->nextRangeF(0.001f, 0.05f); - return sk_sp<GrFragmentProcessor>(new GrDitherEffect(range)); -} + return GrDitherEffect::Make(); +}
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