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			24 lines
		
	
	
		
			711 B
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			24 lines
		
	
	
		
			711 B
		
	
	
	
		
			GLSL
		
	
#version 120
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uniform sampler2D DiffuseSampler;
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uniform sampler2D DitherSampler;
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varying vec2 texCoord;
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uniform vec2 InSize;
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void main() {
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    vec2 halfSize = InSize * 0.5;
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    vec2 steppedCoord = texCoord;
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    steppedCoord.x = float(int(steppedCoord.x*halfSize.x)) / halfSize.x;
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    steppedCoord.y = float(int(steppedCoord.y*halfSize.y)) / halfSize.y;
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    vec4 noise = texture2D(DitherSampler, steppedCoord * halfSize / 4.0);
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    vec4 col = texture2D(DiffuseSampler, steppedCoord) + noise * vec4(1.0/12.0, 1.0/12.0, 1.0/6.0, 1.0);
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    float r = float(int(col.r*8.0))/8.0;
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    float g = float(int(col.g*8.0))/8.0;
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    float b = float(int(col.b*4.0))/4.0;
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    gl_FragColor = vec4(r, g, b, col.a);
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}
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