Update leenkx/Shaders/compositor_pass/compositor_pass.frag.glsl
This commit is contained in:
		| @ -625,4 +625,37 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5); | ||||
| #ifdef _CLUT | ||||
| 	fragColor = LUTlookup(fragColor, lutTexture); | ||||
| #endif | ||||
|  | ||||
|  | ||||
| #ifdef _CDitheringBlueNoise | ||||
| 	const float ditherStrength = ditherStrengthValue / 255.0; | ||||
| 	float noise = ditherBlueNoiseStyle(gl_FragCoord.xy); | ||||
| 	float noiseOffset = (noise - 0.5) * ditherStrength; | ||||
| 	fragColor.rgb += noiseOffset; | ||||
| #endif | ||||
|  | ||||
| #ifdef _CDitheringWhiteNoise | ||||
| 	const float ditherStrength = ditherStrengthValue / 255.0; | ||||
| 	float noise = ditherWhiteNoise(gl_FragCoord.xy); | ||||
| 	float noiseOffset = (noise - 0.5) * ditherStrength; | ||||
| 	fragColor.rgb += noiseOffset; | ||||
| #endif | ||||
|  | ||||
| #ifdef _CDitheringOrderedBayer4x4 | ||||
| 	const float ditherStrength = ditherStrengthValue / 255.0; | ||||
| 	float noise = ditherOrderedBayer4x4(ivec2(gl_FragCoord.xy)); | ||||
| 	float noiseOffset = (noise - 0.5) * ditherStrength; | ||||
| 	fragColor.rgb += noiseOffset; | ||||
| #endif | ||||
|  | ||||
| #ifdef _CDitheringOrderedBayer8x8 | ||||
| 	const float ditherStrength = ditherStrengthValue / 255.0; | ||||
| 	float noise = ditherOrderedBayer8x8(ivec2(gl_FragCoord.xy)); | ||||
| 	float noiseOffset = (noise - 0.5) * ditherStrength; | ||||
| 	fragColor.rgb += noiseOffset; | ||||
| #endif | ||||
|  | ||||
| 	//fragColor.rgb = clamp(fragColor.rgb, 0.0, 1.0); | ||||
|  | ||||
|  | ||||
| } | ||||
|  | ||||
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