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compositor: improve vignette on background actor
The shader used for computing a vignette currently has two problems: * The math is wrong such that the vignette isn't stretched across the whole actor and so ends abruptly * There is noticeable banding in its gradient This commit corrects both problems by fixing the computing and introducing noise dithering.
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@ -131,15 +131,19 @@ typedef enum {
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#define VIGNETTE_VERTEX_SHADER_CODE \
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"position = cogl_tex_coord0_in.xy * scale + offset;\n" \
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#define VIGNETTE_SQRT_2 "1.4142"
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#define VIGNETTE_FRAGMENT_SHADER_DECLARATIONS \
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"uniform float vignette_sharpness;\n" \
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"varying vec2 position;\n" \
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"float rand(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123); }\n" \
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#define VIGNETTE_FRAGMENT_SHADER_CODE \
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"float t = 2.0 * length(position);\n" \
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"float t = " VIGNETTE_SQRT_2 " * length(position);\n" \
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"t = min(t, 1.0);\n" \
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"float pixel_brightness = 1.0 - t * vignette_sharpness;\n" \
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"cogl_color_out.rgb = cogl_color_out.rgb * pixel_brightness;\n" \
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"cogl_color_out.rgb += (rand(position) - 0.5) / 255.0;\n" \
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typedef struct _MetaBackgroundLayer MetaBackgroundLayer;
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