uniform sampler2D PREFIX(dither_tex);
+uniform vec2 PREFIX(tc_scale);
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;
+ return INPUT(tc) + texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxxx;
}