backend: gl: don't add dither where it's not needed
If a pixel is perfectly representable as an 8-bit number, don't add dither. Reduce artifacts where dither is unnecessary. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
@@ -201,7 +201,9 @@ const char dither_glsl[] = GLSL(330,
|
||||
return bayer32;
|
||||
}
|
||||
vec4 dither(vec4 c, vec2 coord) {
|
||||
return vec4(c + bayer(coord) / 255.0);
|
||||
vec4 residual = mod(c, 1.0 / 255.0);
|
||||
vec4 dithered = vec4(greaterThan(residual, vec4(1e-4)));
|
||||
return vec4(c + dithered * bayer(coord) / 255.0);
|
||||
}
|
||||
);
|
||||
const char shadow_colorization_frag[] = GLSL(330,
|
||||
|
||||
Reference in New Issue
Block a user