Files
2026-03-02 02:17:04 +00:00

44 lines
1.4 KiB
GLSL
Executable File

//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.);
}