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- fix up a bit of math on the dither shader
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1 changed files with 5 additions and 4 deletions
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@ -17,11 +17,12 @@ vec4 ApplyGamma(vec4 c)
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return vec4(val, c.a);
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return vec4(val, c.a);
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}
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}
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float halfstep = 15./32.;
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float DitherMatrix[16] = float[](
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float DitherMatrix[16] = float[](
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0.0 / 16.0 - 0.5, 8.0 / 16.0 - 0.5, 2.0 / 16.0 - 0.5, 10.0 / 16.0 - 0.5,
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0.0 / 16.0 - halfstep, 8.0 / 16.0 - halfstep, 2.0 / 16.0 - halfstep, 10.0 / 16.0 - halfstep,
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12.0 / 16.0 - 0.5, 4.0 / 16.0 - 0.5, 14.0 / 16.0 - 0.5, 6.0 / 16.0 - 0.5,
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12.0 / 16.0 - halfstep, 4.0 / 16.0 - halfstep, 14.0 / 16.0 - halfstep, 6.0 / 16.0 - halfstep,
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3.0 / 16.0 - 0.5, 11.0 / 16.0 - 0.5, 1.0 / 16.0 - 0.5, 9.0 / 16.0 - 0.5,
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3.0 / 16.0 - halfstep, 11.0 / 16.0 - halfstep, 1.0 / 16.0 - halfstep, 9.0 / 16.0 - halfstep,
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15.0 / 16.0 - 0.5, 7.0 / 16.0 - 0.5, 13.0 / 16.0 - 0.5, 5.0 / 16.0 - 0.5
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15.0 / 16.0 - halfstep, 7.0 / 16.0 - halfstep, 13.0 / 16.0 - halfstep, 5.0 / 16.0 - halfstep
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);
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);
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vec4 Dither(vec4 c, float colorscale)
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vec4 Dither(vec4 c, float colorscale)
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