heliostat/src/shaders/threshold.gdshader

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/* Binary threshold shader
* See https://stackoverflow.com/a/56678483
*/
shader_type canvas_item;
uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float threshold: hint_range(0.0, 1.0) = 0.455;
uniform float contrast: hint_range(0.0, 1.0) = 1.0;
uniform float offset: hint_range(-1.0, 1.0) = 0.0;
float linearSRGB(float channel) {
if (channel <= 0.04045) {
return channel / 12.92;
} else {
return pow(((channel + 0.055) / 1.055), 2.4);
}
}
float luminance(vec3 color) {
return 0.2126 * linearSRGB(color.r) + 0.7152 * linearSRGB(color.g) + 0.0722 * linearSRGB(color.b);
}
void fragment() {
vec3 screen_col = texture(TEXTURE, UV).rgb;
float Y = luminance(screen_col);
// adjust contrast & offset
Y = clamp((Y - 0.5 + offset) * contrast + 0.5, 0.0, 1.0);
COLOR.rgba = Y > threshold ? color_hi : color_low;
}