X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=dither_effect.frag;h=b12ecd7cedfd267d8a9935a2372303c9f62e3be9;hb=6bf496a34a84fb14b1b3b6debfd42ba36568b879;hp=f9c6ad13c443e1919c4506790159c9134106d8a7;hpb=271fa61d1251144b5558555ec9873e9f24a13a70;p=movit diff --git a/dither_effect.frag b/dither_effect.frag index f9c6ad1..b12ecd7 100644 --- a/dither_effect.frag +++ b/dither_effect.frag @@ -1,12 +1,16 @@ -uniform sampler2D PREFIX(dither_tex); -uniform vec2 PREFIX(tc_scale); -uniform float PREFIX(round_fac), PREFIX(inv_round_fac); +// Implicit uniforms: +// 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. - vec4 result = INPUT(tc) + texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).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 += tex2D(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.