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- export default /* glsl */`
- #ifdef DITHERING
- // based on https://www.shadertoy.com/view/MslGR8
- vec3 dithering( vec3 color ) {
- //Calculate grid position
- float grid_position = rand( gl_FragCoord.xy );
- //Shift the individual colors differently, thus making it even harder to see the dithering pattern
- vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
- //modify shift according to grid position.
- dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
- //shift the color by dither_shift
- return color + dither_shift_RGB;
- }
- #endif
- `;
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