diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl | 18 |
1 files changed, 8 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl index 145ed16248a..181b1bf3fad 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl @@ -4,17 +4,15 @@ out vec4 fragColor; /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */ #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0)) -const vec4 dither_mat4x4[4] = vec4[4]( - vec4( P(0.0), P(8.0), P(2.0), P(10.0)), - vec4(P(12.0), P(4.0), P(14.0), P(6.0)), - vec4( P(3.0), P(11.0), P(1.0), P(9.0)), - vec4(P(15.0), P(7.0), P(13.0), P(5.0)) -); +const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)), + vec4(P(12.0), P(4.0), P(14.0), P(6.0)), + vec4(P(3.0), P(11.0), P(1.0), P(9.0)), + vec4(P(15.0), P(7.0), P(13.0), P(5.0))); void main() { - ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4; - ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2; - float dither_noise = dither_mat4x4[tx1.x][tx1.y]; - fragColor = finalColor + dither_noise; + ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4; + ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2; + float dither_noise = dither_mat4x4[tx1.x][tx1.y]; + fragColor = finalColor + dither_noise; } |