// https://www.shadertoy.com/view/4dcSRX // https://www.shadertoy.com/view/MslGR8 // https://www.shadertoy.com/view/Md3XRf * // note: valve edition from http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf // note: input in pixels (ie not normalized uv) uniform float intensity = 250.0; /// min:245 max:255 set:250 vec3 ScreenSpaceDither2(vec2 vScreenPos, float colorDepth) { // lestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR vec3 vDither = vec3(dot(vec2(131.0, 312.0), vScreenPos.xy + iTime)); vDither.rgb = fract(vDither.rgb / vec3(103.0, 71.0, 97.0)) - vec3(0.5, 0.5, 0.5); return (vDither.rgb / colorDepth) * 0.375; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec4 color = texture(iChannel0, uv); fragColor = color + vec4(ScreenSpaceDither2(gl_FragCoord.xy,255.0 - intensity), 0); }