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aurora.confighyprshaders08_newspaper.glsl

114 lines · 3.9 KB · GLSL

1#version 300 es
2precision highp float; // CRITICAL: Prevents many artifacts
3
4in vec2 v_texcoord;
5uniform sampler2D tex;
6out vec4 fragColor;
7
8// --- CONFIGURATION ---
9const float dot_spacing = 4.0; // 3.0-6.0 recommended
10const int color_levels = 4; // Posterization levels
11const vec3 paper_color = vec3(0.95, 0.92, 0.85);
12const float paper_texture_strength = 0.04;
13const float dot_softness = 1.5; // Higher = softer dot edges (anti-aliasing)
14const float ink_darkness = 0.95; // How dark the ink appears (0.0-1.0)
15const bool use_dithering = true; // Reduces posterization banding
16// ---------------------
17
18// Improved hash function - less pattern artifacts than sin-based
19float hash12(vec2 p) {
20 vec3 p3 = fract(vec3(p.xyx) * 0.1031);
21 p3 += dot(p3, p3.yzx + 33.33);
22 return fract((p3.x + p3.y) * p3.z);
23}
24
25// Smoother 2D noise for paper texture
26float valueNoise(vec2 p) {
27 vec2 i = floor(p);
28 vec2 f = fract(p);
29
30 // Smooth interpolation
31 vec2 u = f * f * (3.0 - 2.0 * f);
32
33 float a = hash12(i);
34 float b = hash12(i + vec2(1.0, 0.0));
35 float c = hash12(i + vec2(0.0, 1.0));
36 float d = hash12(i + vec2(1.0, 1.0));
37
38 return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
39}
40
41float luminance(vec3 color) {
42 return dot(color, vec3(0.2126, 0.7152, 0.0722));
43}
44
45// Bayer 4x4 dithering matrix - reduces posterization banding
46float bayerDither(vec2 pos) {
47 ivec2 p = ivec2(mod(pos, 4.0));
48 int index = p.x + p.y * 4;
49
50 // Bayer matrix values
51 float matrix[16] = float[16](
52 0.0, 8.0, 2.0, 10.0,
53 12.0, 4.0, 14.0, 6.0,
54 3.0, 11.0, 1.0, 9.0,
55 15.0, 7.0, 13.0, 5.0
56 );
57
58 return (matrix[index] / 16.0) - 0.5;
59}
60
61void main() {
62 vec2 screen_res = vec2(textureSize(tex, 0));
63 vec2 pixel_coords = v_texcoord * screen_res;
64
65 // 1. Sample original with clamped coordinates (prevents edge artifacts)
66 vec2 safe_uv = clamp(v_texcoord, 0.0, 1.0);
67 vec3 original_color = texture(tex, safe_uv).rgb;
68
69 // 2. Posterize with optional dithering to reduce banding
70 float levels = float(color_levels);
71 vec3 posterized_color;
72
73 if (use_dithering) {
74 // Add dither before quantization
75 float dither = bayerDither(pixel_coords) / (levels * 2.0);
76 posterized_color = floor((original_color + dither) * levels) / (levels - 1.0);
77 } else {
78 posterized_color = floor(original_color * levels) / (levels - 1.0);
79 }
80 posterized_color = clamp(posterized_color, 0.0, 1.0);
81
82 // 3. Create layered paper texture (more natural looking)
83 float paper_noise = 0.0;
84 paper_noise += valueNoise(pixel_coords * 0.5) * 0.6; // Large grain
85 paper_noise += valueNoise(pixel_coords * 1.5) * 0.3; // Medium grain
86 paper_noise += hash12(pixel_coords) * 0.1; // Fine grain
87 paper_noise *= paper_texture_strength;
88
89 vec3 textured_paper = max(paper_color - paper_noise, 0.0); // Prevent negative
90
91 // 4. Create halftone grid
92 vec2 cell_coords = pixel_coords / dot_spacing;
93 vec2 grid_uv = fract(cell_coords);
94
95 // 5. Calculate halftone dot
96 // Use sqrt for area-proportional dots (perceptually correct)
97 float lum = luminance(posterized_color);
98 float darkness = 1.0 - lum;
99 float dot_radius = sqrt(darkness) * 0.5; // Area proportional to darkness
100
101 // Distance from cell center
102 float dist = length(grid_uv - 0.5);
103
104 // Anti-aliased dot edge using screen-space derivatives
105 // This adapts to any resolution automatically
106 float pixel_width = fwidth(dist) * dot_softness;
107 float dot_mask = smoothstep(dot_radius - pixel_width, dot_radius + pixel_width, dist);
108
109 // 6. Combine: ink color where dots are, paper elsewhere
110 vec3 ink_color = posterized_color * ink_darkness;
111 vec3 final_color = mix(ink_color, textured_paper, dot_mask);
112
113 fragColor = vec4(final_color, 1.0);
114}