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26 lines
710 B
Text
26 lines
710 B
Text
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#version 150
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uniform sampler2D DiffuseSampler;
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uniform sampler2D DitherSampler;
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in vec2 texCoord;
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uniform vec2 InSize;
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out vec4 fragColor;
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void main() {
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vec2 halfSize = InSize * 0.5;
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vec2 steppedCoord = texCoord;
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steppedCoord.x = float(int(steppedCoord.x*halfSize.x)) / halfSize.x;
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steppedCoord.y = float(int(steppedCoord.y*halfSize.y)) / halfSize.y;
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vec4 noise = texture(DitherSampler, steppedCoord * halfSize / 4.0);
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vec4 col = texture(DiffuseSampler, steppedCoord) + noise * vec4(1.0/12.0, 1.0/12.0, 1.0/6.0, 1.0);
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float r = float(int(col.r*8.0))/8.0;
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float g = float(int(col.g*8.0))/8.0;
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float b = float(int(col.b*4.0))/4.0;
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fragColor = vec4(r, g, b, 1.0);
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}
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