25 lines
861 B
GLSL
25 lines
861 B
GLSL
void main()
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{
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#define d(x) x/64.0
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float dither8[64] =
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{
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d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
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d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
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d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
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d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
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d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
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d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
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d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
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d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
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};
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#undef d
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vec2 coord = TexCoord;
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vec2 sfact = textureSize(InputTexture,0);
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vec4 res = texture(InputTexture,coord);
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res.rgb += paldither*dither8[int(coord.x*sfact.x)%8+int(coord.y*sfact.y)%8*8]-paldither*0.5;
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vec3 lc = clamp(floor(res.rgb*64),0,63);
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ivec2 lcoord = ivec2(lc.r,lc.g+lc.b*64);
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lcoord.x += 64*palnum;
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res.rgb = texelFetch(PalLUTTexture,lcoord,0).rgb;
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FragColor = res;
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}
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