Pixel-Composer/build/Windows/0/cache/sh_dither_screen.shader

48 lines
1.2 KiB
Text
Raw Normal View History

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
// Ditherimg algorithm from hornet,
// Straight rip off from: https://www.shadertoy.com/view/MslGR8
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
vec3 ScreenSpaceDither( vec2 vScreenPos ) {
vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), vScreenPos.xy ) );
vDither.rgb = fract( vDither.rgb / vec3( 103.0, 71.0, 97.0 ) ) - vec3(0.5);
return vDither.rgb / 255.0 * 0.375;
}
void main() {
vec2 px = v_vTexcoord * dimension;
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
vec3 r = ScreenSpaceDither(px);
c.rgb += r;
gl_FragColor = c;
}