Spracherkennung für: .glsl vermutete Sprache: Unknown {[0] [0] [0]} [Methode: Schwerpunktbildung, einfache Gewichte, sechs Dimensionen]
/* 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
* file, You can obtain one at
http://mozilla.org/MPL/2.
0/. */
#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