Files
Shrender-Man/GodotRetro/Screen Shaders/Aditional Shaders/ColorPrecission.shader
2026-03-02 02:17:04 +00:00

30 lines
1.1 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
// Looking for ditheirng? I reccomend using this shader instead :
// https://github.com/WittyCognomen/godot-psx-shaders/blob/master/shaders/psx_dither_post.shader
// https://github.com/WittyCognomen/godot-psx-shaders/tree/master/shaders/dithers
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
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;
// Reduce colors
col = floor(col * COLOR_FACTOR) / COLOR_FACTOR;
// Output to screen
COLOR = vec4(col,1.);
}