diff --git a/wadsrc/static/shaders/glsl/present.fp b/wadsrc/static/shaders/glsl/present.fp index 8911c430a..f206ecab7 100644 --- a/wadsrc/static/shaders/glsl/present.fp +++ b/wadsrc/static/shaders/glsl/present.fp @@ -17,18 +17,30 @@ vec4 ApplyGamma(vec4 c) return vec4(val, c.a); } -float halfstep = 1./32.; -float DitherMatrix[16] = float[]( - 0.0 / 16.0 + halfstep, 8.0 / 16.0 + halfstep, 2.0 / 16.0 + halfstep, 10.0 / 16.0 + halfstep, - 12.0 / 16.0 + halfstep, 4.0 / 16.0 + halfstep, 14.0 / 16.0 + halfstep, 6.0 / 16.0 + halfstep, - 3.0 / 16.0 + halfstep, 11.0 / 16.0 + halfstep, 1.0 / 16.0 + halfstep, 9.0 / 16.0 + halfstep, - 15.0 / 16.0 + halfstep, 7.0 / 16.0 + halfstep, 13.0 / 16.0 + halfstep, 5.0 / 16.0 + halfstep +float halfstep = 1./65.; +float DitherMatrix[64] = float[]( + 0.0 / 16.0 + halfstep * 1, 8.0 / 16.0 + halfstep * 1, 2.0 / 16.0 + halfstep * 1, 10.0 / 16.0 + halfstep * 1, + 0.0 / 16.0 + halfstep * 3, 8.0 / 16.0 + halfstep * 3, 2.0 / 16.0 + halfstep * 3, 10.0 / 16.0 + halfstep * 3, + 12.0 / 16.0 + halfstep * 1, 4.0 / 16.0 + halfstep * 1, 14.0 / 16.0 + halfstep * 1, 6.0 / 16.0 + halfstep * 1, + 12.0 / 16.0 + halfstep * 3, 4.0 / 16.0 + halfstep * 3, 14.0 / 16.0 + halfstep * 3, 6.0 / 16.0 + halfstep * 3, + 3.0 / 16.0 + halfstep * 1, 11.0 / 16.0 + halfstep * 1, 1.0 / 16.0 + halfstep * 1, 9.0 / 16.0 + halfstep * 1, + 3.0 / 16.0 + halfstep * 3, 11.0 / 16.0 + halfstep * 3, 1.0 / 16.0 + halfstep * 3, 9.0 / 16.0 + halfstep * 3, + 15.0 / 16.0 + halfstep * 1, 7.0 / 16.0 + halfstep * 1, 13.0 / 16.0 + halfstep * 1, 5.0 / 16.0 + halfstep * 1, + 15.0 / 16.0 + halfstep * 3, 7.0 / 16.0 + halfstep * 3, 13.0 / 16.0 + halfstep * 3, 5.0 / 16.0 + halfstep * 3, + 0.0 / 16.0 + halfstep * 4, 8.0 / 16.0 + halfstep * 4, 2.0 / 16.0 + halfstep * 4, 10.0 / 16.0 + halfstep * 4, + 0.0 / 16.0 + halfstep * 2, 8.0 / 16.0 + halfstep * 2, 2.0 / 16.0 + halfstep * 2, 10.0 / 16.0 + halfstep * 2, + 12.0 / 16.0 + halfstep * 4, 4.0 / 16.0 + halfstep * 4, 14.0 / 16.0 + halfstep * 4, 6.0 / 16.0 + halfstep * 4, + 12.0 / 16.0 + halfstep * 2, 4.0 / 16.0 + halfstep * 2, 14.0 / 16.0 + halfstep * 2, 6.0 / 16.0 + halfstep * 2, + 3.0 / 16.0 + halfstep * 4, 11.0 / 16.0 + halfstep * 4, 1.0 / 16.0 + halfstep * 4, 9.0 / 16.0 + halfstep * 4, + 3.0 / 16.0 + halfstep * 2, 11.0 / 16.0 + halfstep * 2, 1.0 / 16.0 + halfstep * 2, 9.0 / 16.0 + halfstep * 2, + 15.0 / 16.0 + halfstep * 4, 7.0 / 16.0 + halfstep * 4, 13.0 / 16.0 + halfstep * 4, 5.0 / 16.0 + halfstep * 4, + 15.0 / 16.0 + halfstep * 2, 7.0 / 16.0 + halfstep * 2, 13.0 / 16.0 + halfstep * 2, 5.0 / 16.0 + halfstep * 2 ); vec4 Dither(vec4 c, float colorscale) { - ivec2 pos = ivec2(gl_FragCoord.xy) & 3; - float threshold = DitherMatrix[pos.x + (pos.y << 2)]; + ivec2 pos = ivec2(gl_FragCoord.xy) & 7; + float threshold = DitherMatrix[pos.x + (pos.y << 3)]; return vec4(floor(c.rgb * colorscale + threshold) / colorscale, c.a); }