in vec2 TexCoord; layout(location=0) out vec4 FragColor; layout(binding=0) uniform sampler2D InputTexture; vec4 ApplyGamma(vec4 c) { vec3 valgray; if (GrayFormula == 0) valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation; else valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation); vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5; val += Brightness * 0.5; val = pow(max(val, vec3(0.0)), vec3(InvGamma)); 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() { FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)), 255.0); }