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