//SHADER ORIGINALY CREADED BY "abelcamarena" FROM SHADERTOY //MODIFIED AND PORTED TO GODOT BY AHOPNESS (@ahopness) //LICENSE : CC0 //COMATIBLE WITH : GLES2, GLES3, WEBGL //SHADERTOY LINK : https://www.shadertoy.com/view/tsKGDm shader_type canvas_item; uniform float SCREEN_WIDTH = 320.; // Lower num - bigger pixels (this will be the screen width) uniform float COLOR_FACTOR :hint_range(0., 10.) = 4.; // Higher num - higher colors quality uniform float DITHERING_STRENTH :hint_range(0., .07) = 0.005; // Be carefull with this one, dithering can get messy really easily int PSXDither(ivec2 fragcoord) { const int dither_table[16] = { -4, +0, -3, +1, +2, -2, +3, -1, -3, +1, -4, +0, +3, -1, +2, -2 }; int x = fragcoord.x % 4; int y = fragcoord.y % 4; return dither_table[y * 4 + x]; } void fragment(){ // Reduce pixels vec2 size = SCREEN_WIDTH * SCREEN_PIXEL_SIZE.xy/SCREEN_PIXEL_SIZE.x; vec2 coor = floor( UV * size) ; vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy; // Get source color vec3 col = texture(SCREEN_TEXTURE, uv).xyz; // Dithering col += float(PSXDither(ivec2(FRAGCOORD.xy))) * DITHERING_STRENTH; // Reduce colors col = floor(col * COLOR_FACTOR) / COLOR_FACTOR; // Output to screen COLOR = vec4(col,1.); }