X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=dither_effect.frag;h=f9c6ad13c443e1919c4506790159c9134106d8a7;hp=930bd94fe68d3587270e04de1cb7811e1e64ce6b;hb=85f9719bf3519b1f1942738d11601584f5d38725;hpb=f1a81dca72da9aa5103527b8c9494381204e70c5;ds=sidebyside diff --git a/dither_effect.frag b/dither_effect.frag index 930bd94..f9c6ad1 100644 --- a/dither_effect.frag +++ b/dither_effect.frag @@ -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; }