- fix up a bit of math on the dither shader

This commit is contained in:
Rachael Alexanderson 2018-08-06 21:37:45 -04:00
parent 7362070504
commit cdd77ad5fa

View file

@ -17,11 +17,12 @@ vec4 ApplyGamma(vec4 c)
return vec4(val, c.a); return vec4(val, c.a);
} }
float halfstep = 15./32.;
float DitherMatrix[16] = float[]( float DitherMatrix[16] = float[](
0.0 / 16.0 - 0.5, 8.0 / 16.0 - 0.5, 2.0 / 16.0 - 0.5, 10.0 / 16.0 - 0.5, 0.0 / 16.0 - halfstep, 8.0 / 16.0 - halfstep, 2.0 / 16.0 - halfstep, 10.0 / 16.0 - halfstep,
12.0 / 16.0 - 0.5, 4.0 / 16.0 - 0.5, 14.0 / 16.0 - 0.5, 6.0 / 16.0 - 0.5, 12.0 / 16.0 - halfstep, 4.0 / 16.0 - halfstep, 14.0 / 16.0 - halfstep, 6.0 / 16.0 - halfstep,
3.0 / 16.0 - 0.5, 11.0 / 16.0 - 0.5, 1.0 / 16.0 - 0.5, 9.0 / 16.0 - 0.5, 3.0 / 16.0 - halfstep, 11.0 / 16.0 - halfstep, 1.0 / 16.0 - halfstep, 9.0 / 16.0 - halfstep,
15.0 / 16.0 - 0.5, 7.0 / 16.0 - 0.5, 13.0 / 16.0 - 0.5, 5.0 / 16.0 - 0.5 15.0 / 16.0 - halfstep, 7.0 / 16.0 - halfstep, 13.0 / 16.0 - halfstep, 5.0 / 16.0 - halfstep
); );
vec4 Dither(vec4 c, float colorscale) vec4 Dither(vec4 c, float colorscale)