]> git.sesse.net Git - movit/blobdiff - dither_effect.frag
Round explicitly after dithering, for GPUs that don't do it properly themselves.
[movit] / dither_effect.frag
index 930bd94fe68d3587270e04de1cb7811e1e64ce6b..f9c6ad13c443e1919c4506790159c9134106d8a7 100644 (file)
@@ -1,10 +1,18 @@
 uniform sampler2D PREFIX(dither_tex);
 uniform vec2 PREFIX(tc_scale);
+uniform float PREFIX(round_fac), PREFIX(inv_round_fac);
 
 vec4 FUNCNAME(vec2 tc) {
        // We also choose to dither alpha, just in case.
        // Maybe it should in theory have a separate dither,
-       // but I doubt it matters much. We currently don't
-       // really handle alpha in any case.
-       return INPUT(tc) + texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxxx;
+       // but I doubt it matters much.
+       vec4 result = INPUT(tc) + texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxxx;
+
+       // NEED_EXPLICIT_ROUND will be #defined to 1 if the GPU has inaccurate
+       // fp32 -> int8 framebuffer rounding, and 0 otherwise.
+#if NEED_EXPLICIT_ROUND
+       result = round(result * vec4(PREFIX(round_fac))) * vec4(PREFIX(inv_round_fac));
+#endif
+
+       return result;
 }