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- define dither shader in a way that is compatible with Apple's GLSL-to-metal compiler
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1 changed files with 2 additions and 2 deletions
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@ -891,7 +891,7 @@ void main()
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#ifdef DITHERTRANS
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int index = (int(pixelpos.x) % 8) * 8 + int(pixelpos.y) % 8;
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const float DITHER_THRESHOLDS[64] =
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{
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float[64](
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1.0 / 65.0, 33.0 / 65.0, 9.0 / 65.0, 41.0 / 65.0, 3.0 / 65.0, 35.0 / 65.0, 11.0 / 65.0, 43.0 / 65.0,
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49.0 / 65.0, 17.0 / 65.0, 57.0 / 65.0, 25.0 / 65.0, 51.0 / 65.0, 19.0 / 65.0, 59.0 / 65.0, 27.0 / 65.0,
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13.0 / 65.0, 45.0 / 65.0, 5.0 / 65.0, 37.0 / 65.0, 15.0 / 65.0, 47.0 / 65.0, 7.0 / 65.0, 39.0 / 65.0,
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@ -900,7 +900,7 @@ void main()
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52.0 / 65.0, 20.0 / 65.0, 60.0 / 65.0, 28.0 / 65.0, 50.0 / 65.0, 18.0 / 65.0, 58.0 / 65.0, 26.0 / 65.0,
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16.0 / 65.0, 48.0 / 65.0, 8.0 / 65.0, 40.0 / 65.0, 14.0 / 65.0, 46.0 / 65.0, 6.0 / 65.0, 38.0 / 65.0,
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64.0 / 65.0, 32.0 / 65.0, 56.0 / 65.0, 24.0 / 65.0, 62.0 / 65.0, 30.0 / 65.0, 54.0 / 65.0, 22.0 /65.0
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};
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);
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vec3 fragHSV = rgb2hsv(FragColor.rgb);
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float brightness = clamp(1.5*fragHSV.z, 0.1, 1.0);
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