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#if (XBMC_DITHER)
uniform sampler2D m_dither;
uniform float m_ditherquant;
uniform vec2 m_dithersize;
#endif
void main()
{
vec4 rgb = process();
#if (XBMC_FULLRANGE)
rgb = clamp((rgb-(16.0/255.0)) * 255.0/219.0, 0, 1);
#endif
#if (XBMC_DITHER)
vec2 ditherpos = gl_FragCoord.xy / m_dithersize;
// ditherval is multiplied by 65536/(dither_size^2) to make it [0,1[
// FIXME: scale dither values before uploading?
float ditherval = texture2D(m_dither, ditherpos).r * 16.0;
rgb = floor(rgb * m_ditherquant + ditherval) / m_ditherquant;
#endif
gl_FragColor = rgb;
}
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