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	Add dithering (#9014)
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		@@ -580,6 +580,17 @@ enable_auto_exposure (Enable Automatic Exposure) bool false
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#    Requires: shaders, enable_auto_exposure
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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#    Apply dithering to reduce color banding artifacts.
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#    Dithering significantly increases the size of losslessly-compressed
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#    screenshots and it works incorrectly if the display or operating system
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#    performs additional dithering or if the color channels are not quantized
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#    to 8 bits.
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#    With OpenGL ES, dithering only works if the shader supports high
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#    floating-point precision and it may have a higher performance impact.
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#
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#    Requires: shaders
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debanding (Enable Debanding) bool true
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[**Bloom]
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#    Set to true to enable bloom effect.
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@@ -1,6 +1,13 @@
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#define rendered texture0
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#define bloom texture1
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#ifdef GL_ES
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// Dithering requires sufficient floating-point precision
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#ifndef GL_FRAGMENT_PRECISION_HIGH
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#undef ENABLE_DITHERING
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#endif
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#endif
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struct ExposureParams {
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	float compensationFactor;
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};
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@@ -79,6 +86,20 @@ vec3 applySaturation(vec3 color, float factor)
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}
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#endif
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#ifdef ENABLE_DITHERING
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// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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vec3 screen_space_dither(highp vec2 frag_coord) {
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	// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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	highp vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
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	dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
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	// Subtract 0.5 to avoid slightly brightening the whole viewport.
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	return (dither.rgb - 0.5) / 255.0;
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}
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#endif
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void main(void)
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{
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	vec2 uv = varTexCoord.st;
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@@ -125,5 +146,10 @@ void main(void)
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	// return to sRGB colorspace (approximate)
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	color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
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#ifdef ENABLE_DITHERING
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	// Apply dithering just before quantisation
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	color.rgb += screen_space_dither(gl_FragCoord.xy);
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#endif
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	gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
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}
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@@ -767,6 +767,9 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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		shaders_header << "#define SSAA_SCALE " << ssaa_scale << ".\n";
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	}
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	if (g_settings->getBool("debanding"))
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		shaders_header << "#define ENABLE_DITHERING 1\n";
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	shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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	std::string common_header = shaders_header.str();
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@@ -264,6 +264,7 @@ void set_default_settings()
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	settings->setDefault("enable_waving_plants", "false");
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	settings->setDefault("exposure_compensation", "0.0");
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	settings->setDefault("enable_auto_exposure", "false");
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	settings->setDefault("debanding", "true");
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	settings->setDefault("antialiasing", "none");
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	settings->setDefault("enable_bloom", "false");
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	settings->setDefault("enable_bloom_debug", "false");
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@@ -499,6 +500,7 @@ void set_default_settings()
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	settings->setDefault("active_block_range", "2");
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	settings->setDefault("viewing_range", "50");
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	settings->setDefault("leaves_style", "simple");
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	settings->setDefault("debanding", "false");
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	settings->setDefault("curl_verify_cert", "false");
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	// Apply settings according to screen size
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