From cdd77ad5fae2d1e264c3fd313233fdf8df2c1a2a Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Mon, 6 Aug 2018 21:37:45 -0400 Subject: [PATCH] - fix up a bit of math on the dither shader --- wadsrc/static/shaders/glsl/present.fp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/wadsrc/static/shaders/glsl/present.fp b/wadsrc/static/shaders/glsl/present.fp index 4dad937583..2904109749 100644 --- a/wadsrc/static/shaders/glsl/present.fp +++ b/wadsrc/static/shaders/glsl/present.fp @@ -17,11 +17,12 @@ vec4 ApplyGamma(vec4 c) return vec4(val, c.a); } +float halfstep = 15./32.; 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, - 12.0 / 16.0 - 0.5, 4.0 / 16.0 - 0.5, 14.0 / 16.0 - 0.5, 6.0 / 16.0 - 0.5, - 3.0 / 16.0 - 0.5, 11.0 / 16.0 - 0.5, 1.0 / 16.0 - 0.5, 9.0 / 16.0 - 0.5, - 15.0 / 16.0 - 0.5, 7.0 / 16.0 - 0.5, 13.0 / 16.0 - 0.5, 5.0 / 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 - 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 ); vec4 Dither(vec4 c, float colorscale)