1 uniform sampler2D PREFIX(dither_tex);
2 uniform vec2 PREFIX(tc_scale);
3 uniform float PREFIX(round_fac), PREFIX(inv_round_fac);
5 vec4 FUNCNAME(vec2 tc) {
6 // We also choose to dither alpha, just in case.
7 // Maybe it should in theory have a separate dither,
8 // but I doubt it matters much.
9 vec4 result = INPUT(tc) + texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxxx;
11 // NEED_EXPLICIT_ROUND will be #defined to 1 if the GPU has inaccurate
12 // fp32 -> int8 framebuffer rounding, and 0 otherwise.
13 #if NEED_EXPLICIT_ROUND
14 result = round(result * vec4(PREFIX(round_fac))) * vec4(PREFIX(inv_round_fac));