X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=dither_effect.frag;h=6994e8467f0c9645e47d9f74ff96700028eafddf;hp=9b39553099e314c940fb1401649517346910c6e1;hb=60e4852ff1b04c525a9e3f1c98a1017db28b27bd;hpb=ff9e68a3f5abb179bd7bf9fb84df48327f148583 diff --git a/dither_effect.frag b/dither_effect.frag index 9b39553..6994e84 100644 --- a/dither_effect.frag +++ b/dither_effect.frag @@ -1,9 +1,21 @@ 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).xxxx; + vec4 result = INPUT(tc); + + // Don't dither alpha; the case of alpha=255 (1.0) is very important to us, + // and if there's any inaccuracy earlier in the chain so that it becomes e.g. + // 254.8, it's better to just get it rounded off than to dither and have it + // possibly get down to 254. This is not the case for the color components. + result.rgb += texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxx; + + // 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; }