- add dithering to present shader

This commit is contained in:
Magnus Norddahl 2018-08-07 03:03:40 +02:00
parent 4c20553a62
commit 7362070504

View file

@ -17,7 +17,21 @@ vec4 ApplyGamma(vec4 c)
return vec4(val, c.a); return vec4(val, c.a);
} }
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
);
vec4 Dither(vec4 c, float colorscale)
{
ivec2 pos = ivec2(gl_FragCoord.xy) & 3;
float threshold = DitherMatrix[pos.x + (pos.y << 2)];
return vec4(floor(c.rgb * colorscale + threshold) / colorscale, c.a);
}
void main() void main()
{ {
FragColor = ApplyGamma(texture(InputTexture, TexCoord)); FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)), 255.0);
} }