blob: 937efae2649e27e125b7f346a86e09ed602f50cb [file] [log] [blame]
// 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);
}
@test(testData) {
float range = testData->fRandom->nextRangeF(0.001f, 0.05f);
return sk_sp<GrFragmentProcessor>(new GrDitherEffect(range));
}