SL-13629, reconstruct rainbow lookup coord to reduce interior banding
parent
1164c1c4d2
commit
28b9a465ac
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@ -82,6 +82,12 @@ vec3 rainbow(float d)
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// interesting range, but in reversed order: i.e. d = (1 - d) - 1.575
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d = clamp(-0.575 - d, 0.0, 1.0);
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// With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible.
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// So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate
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// space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857
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float interior_coord = max(0.0, d - 0.25) * 4.2857;
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d = clamp(d, 0.0, 0.25) + interior_coord;
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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@ -65,6 +65,12 @@ vec3 rainbow(float d)
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// interesting range, but in reversed order: i.e. d = (1 - d) - 1.575
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d = clamp(-0.575 - d, 0.0, 1.0);
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// With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible.
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// So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate
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// space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857
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float interior_coord = max(0.0, d - 0.25) * 4.2857;
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d = clamp(d, 0.0, 0.25) + interior_coord;
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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