#version 450 // 8x8 Bayer matrix dithering // by Martins Upitis // license: "All the content here is and will be free to use for everyone, but a donation is always nice." // url: http://devlog-martinsh.blogspot.com/2011/03/glsl-8x8-bayer-matrix-dithering.html // adapted for RetroArch by hunterk layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float animate; float dither_size; } params; #pragma parameter animate "Dithering Animation" 0.0 0.0 1.0 1.0 #pragma parameter dither_size "Dither Size" 0.0 0.0 0.95 0.05 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; float find_closest(int x, int y, float c0) { int dither[8][8] = { { 0, 32, 8, 40, 2, 34, 10, 42}, /* 8x8 Bayer ordered dithering */ {48, 16, 56, 24, 50, 18, 58, 26}, /* pattern. Each input pixel */ {12, 44, 4, 36, 14, 46, 6, 38}, /* is scaled to the 0..63 range */ {60, 28, 52, 20, 62, 30, 54, 22}, /* before looking in this table */ { 3, 35, 11, 43, 1, 33, 9, 41}, /* to determine the action. */ {51, 19, 59, 27, 49, 17, 57, 25}, {15, 47, 7, 39, 13, 45, 5, 37}, {63, 31, 55, 23, 61, 29, 53, 21} }; float limit = 0.0; if(x < 8) { limit = (dither[x][y]+1)/64.0; } if(c0 < limit) return 0.0; return 1.0; } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { float Scale = 3.0 + mod(2.0 * params.FrameCount, 32.0) * params.animate + params.dither_size; vec4 lum = vec4(0.299, 0.587, 0.114, 0); float grayscale = dot(texture(Source, vTexCoord), lum); vec3 rgb = texture(Source, vTexCoord).rgb; vec2 xy = (vTexCoord * params.OutputSize.xy) * Scale; int x = int(mod(xy.x, 8)); int y = int(mod(xy.y, 8)); vec3 finalRGB; finalRGB.r = find_closest(x, y, rgb.r); finalRGB.g = find_closest(x, y, rgb.g); finalRGB.b = find_closest(x, y, rgb.b); float final = find_closest(x, y, grayscale); FragColor = vec4(finalRGB, 1.0); }