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glsl dithering
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/* Special thanks to Hugh Kennedy! */ | |
float luma(vec3 color) | |
{ | |
return dot(color, vec3(0.299, 0.587, 0.114)); | |
} | |
float dither2x2_imp(vec2 pos, float brightness) | |
{ | |
int x = int(mod(position.x, 2.0)); | |
int y = int(mod(position.y, 2.0)); | |
int index = x + y * 2; | |
float limit = 0.0; | |
if (x < 8) { | |
if (index == 0) limit = 0.25; | |
if (index == 1) limit = 0.75; | |
if (index == 2) limit = 1.00; | |
if (index == 3) limit = 0.50; | |
} | |
return brightess < limit ? 0.0 : 1.0; | |
} | |
vec3 dither2x2(vec2 pos, vec3 color) | |
{ | |
return color * dither2x2_imp(pos, luma(color)); | |
} | |
float dither4x4_imp(vec2 pos, float brightness) | |
{ | |
int x = int(mod(position.x, 4.0)); | |
int y = int(mod(position.y, 4.0)); | |
int index = x + y * 4; | |
float limit = 0.0; | |
if (x < 8) { | |
if (index == 0) limit = 0.0625; | |
if (index == 1) limit = 0.5625; | |
if (index == 2) limit = 0.1875; | |
if (index == 3) limit = 0.6875; | |
if (index == 4) limit = 0.8125; | |
if (index == 5) limit = 0.3125; | |
if (index == 6) limit = 0.9375; | |
if (index == 7) limit = 0.4375; | |
if (index == 8) limit = 0.25; | |
if (index == 9) limit = 0.75; | |
if (index == 10) limit = 0.125; | |
if (index == 11) limit = 0.625; | |
if (index == 12) limit = 1.0; | |
if (index == 13) limit = 0.5; | |
if (index == 14) limit = 0.875; | |
if (index == 15) limit = 0.375; | |
} | |
return brightness < limit ? 0.0 : 1.0; | |
} | |
vec3 dither4x4(vec2 pos, vec3 color) | |
{ | |
return color * dither4x4(pos, luma(color)); | |
} |
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