more and fixes

This commit is contained in:
soraefir
2026-06-17 19:18:50 +02:00
parent ab9fea20da
commit 9936f538e1
8 changed files with 242 additions and 29 deletions

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#version 320 es
/*
I love e-ink displays!
The mathematical philosophy here is using deterministic logic (Bayer matrices, arithmetic hashing)
to simulate physical chaos (paper grain, ink bleed). I picked up these concepts in a course
and this is easily the best real-world application of them I've found.
It works brilliantly-looks like real paper, killed my eye strain, and even reduced the insane
reflections from my glossy surface display.
by @snes19xx, https://github.com/snes19xx
*/
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// 4x4 Bayer Matrix
// this grid helps break up smooth gradients into texture so it looks less "digital"
float getBayer(vec2 pos) {
int x = int(mod(pos.x, 4.0));
int y = int(mod(pos.y, 4.0));
const mat4 bayer = mat4(
0.0, 12.0, 3.0, 15.0,
8.0, 4.0, 11.0, 7.0,
2.0, 14.0, 1.0, 13.0,
10.0, 6.0, 9.0, 5.0
);
return bayer[x][y] / 16.0;
}
// High-performance "Hash12" - No trigonometry
// old hash used sin() which is slow on gpu. this one just mashes bits together.
// (https://www.shadertoy.com/view/4djSRW)
float hash(vec2 p) {
// fract() keeps only the decimal part for the wave-like dusty pattern
// .1031 is a special prime number to avoid perfect alignments with pixel grid
vec3 p3 = fract(vec3(p.xyx) * .1031);
// dot product mixes the x, y, z values so they depend on each other
p3 += dot(p3, p3.yzx + 33.33);
// return the final entangled decimal. deterministically random (afaik).
return fract((p3.x + p3.y) * p3.z);
}
// Multi-octave noise for realistic paper fiber texture
float paperTexture(vec2 uv) {
float n = 0.0;
n += hash(uv * 0.3) * 0.6; // Very large fibers
n += hash(uv * 0.8) * 0.4; // Large fibers
n += hash(uv * 2.5) * 0.3; // Medium detail
n += hash(uv * 6.0) * 0.2; // Fine grain
n += hash(uv * 15.0) * 0.1; // Very fine grain
return n / 1.6; // Normalize
}
// Directional paper grain (simulates paper fibers running in one direction)
float directionalGrain(vec2 uv) {
vec2 direction = vec2(0.7, 0.3); // Fiber direction
float grain = 0.0;
grain += hash(uv * 3.0 + direction * 2.0) * 0.5;
grain += hash(uv * 8.0 + direction * 5.0) * 0.3;
return grain / 0.8;
}
// Subtle vignette for paper edge darkening
float vignette(vec2 uv) {
vec2 center = uv - 0.5;
float dist = length(center);
// smoothstep creates a signmoid (S-curve) so the shadow falls off naturally
return 1.0 - smoothstep(0.4, 1.2, dist) * 0.15;
}
void main() {
vec4 pixColor = texture(tex, v_texcoord);
// Luma Conversion
// not using average (r+g+b)/3 because eyes see green brighter than blue.
float gray = dot(pixColor.rgb, vec3(0.299, 0.587, 0.114));
// E-ink characteristic response curve
// real e-ink isn't linear. this exponent simulates ink clumping.
gray = pow(gray, 1.2);
// Better contrast with slight S-curve
// clips pure blacks/whites but keeps the middle smooth.
gray = smoothstep(0.08, 0.92, gray);
// Mid-tone boost
float midBoost = smoothstep(0.3, 0.5, gray) * (1.0 - smoothstep(0.5, 0.7, gray));
gray += midBoost * 0.1;
vec2 screenPos = gl_FragCoord.xy;
// PAPER GRAIN
float paperGrain = (paperTexture(screenPos * 0.3) - 0.5) * 0.035;
float dirGrain = (directionalGrain(screenPos * 0.4) - 0.5) * 0.025; // directional grain
float bayerValue = getBayer(screenPos);
// Apply to bright areas (paper), but also slightly to mid-tones for more visible grain
float textureMask = smoothstep(0.5, 0.95, gray); // Lower threshold for more coverage
// Apply both grain types
gray += paperGrain * textureMask;
gray += dirGrain * textureMask * 0.7; // Directional grain is slightly weaker
// Increased dithering for more texture
float ditherStrength = 0.025; // Increased from 0.018
gray += (bayerValue - 0.5) * ditherStrength * textureMask;
// Vignette for paper edges
float vig = vignette(v_texcoord);
gray *= vig;
gray = clamp(gray, 0.0, 1.0);
// E-ink colors with slight warmth variation
vec3 paperColor = vec3(0.94, 0.92, 0.86);
vec3 inkColor = vec3(0.10, 0.10, 0.12);
// More noticeable color variation for paper texture
float colorVariation = hash(screenPos * 0.08) * 0.02; // Increased from 0.01
paperColor += vec3(colorVariation, colorVariation * 0.5, -colorVariation * 0.2);
// linear interpolation. paints the gray value onto our specific color palette.
vec3 finalColor = mix(inkColor, paperColor, gray);
fragColor = vec4(finalColor, pixColor.a);
}