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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
#ifdef WR_FRAGMENT_SHADER
#ifdef WR_FEATURE_DITHERING
// A 8x8 texture producing values in the range [0, 64/255].
uniform sampler2D sDither;
vec4 dither(vec4 color) {
const int matrix_mask = 7;
ivec2 pos = ivec2(gl_FragCoord.xy) & ivec2(matrix_mask);
float noise_normalized = texelFetch(sDither, pos, 0).r * 255.0 / 64.0;
// Center the range around zero and scale it down by some amount to
// avoid hardware-specific rounding differences.
float noise = (noise_normalized - 0.5) / 256.0 * 0.87;
return color + vec4(noise, noise, noise, 0);
}
#else
vec4 dither(vec4 color) {
return color;
}
#endif //WR_FEATURE_DITHERING
#endif //WR_FRAGMENT_SHADER