// 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; }