dbf-udg
diff sdr/dither.p.glsl @ 11:5f99c4c7a9fe
now it looks pretty much ok
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Wed, 20 Feb 2013 04:55:03 +0200 |
parents | 403ec1be3a1a |
children | 1abbed71e9c9 |
line diff
1.1 --- a/sdr/dither.p.glsl Tue Feb 19 23:46:44 2013 +0200 1.2 +++ b/sdr/dither.p.glsl Wed Feb 20 04:55:03 2013 +0200 1.3 @@ -1,11 +1,23 @@ 1.4 uniform sampler2D framebuf, dither_tex; 1.5 uniform int dither_levels, dither_size; 1.6 1.7 +uniform float tfadein; 1.8 + 1.9 +vec4 fetch_pixel(vec2 texcoord) 1.10 +{ 1.11 + float x = step(0.5, mod(texcoord.y, 0.5) / 0.5); 1.12 + float offs = mix(1.0 - tfadein, tfadein - 1.0, x); 1.13 + vec2 tc = texcoord + vec2(offs, 0.0); 1.14 + 1.15 + return (1.0 - step(1.0, tc.x)) * step(0.0, tc.x) * texture2D(framebuf, tc); 1.16 +} 1.17 + 1.18 void main() 1.19 { 1.20 float levels = float(dither_levels); 1.21 1.22 - vec4 pixel = texture2D(framebuf, gl_TexCoord[0].xy); 1.23 + //vec4 pixel = texture2D(framebuf, gl_TexCoord[0].xy); 1.24 + vec4 pixel = fetch_pixel(gl_TexCoord[0].xy); 1.25 float lum = dot(pixel.xyz, vec3(0.2126, 0.7152, 0.0722)); 1.26 float coord_shift = floor(lum * levels) / levels; 1.27