// // 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; }