Pixel-Composer/shaders/sh_dither_screen/sh_dither_screen.fsh

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2024-05-18 13:46:01 +02:00
// 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;
}