1 uniform sampler2D PREFIX(dither_tex);
2 uniform vec2 PREFIX(tc_scale);
4 vec4 FUNCNAME(vec2 tc) {
5 // We also choose to dither alpha, just in case.
6 // Maybe it should in theory have a separate dither,
7 // but I doubt it matters much. We currently don't
8 // really handle alpha in any case.
9 return INPUT(tc) + texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxxx;