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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

Use angrylion's magic square matrix

We use a precalculated matrix for float color values. It’s angrylion’s
matrix divided bei 16.0f * 2.0f.
This commit is contained in:
gizmo98 2020-11-12 21:53:19 +01:00 committed by Sergey Lipskiy
parent 039581d882
commit 93ddc890e2

View File

@ -826,10 +826,10 @@ public:
" 0.25, 0.0, 0.3125, 0.0625, \n"
" 0.1875, 0.4375, 0.125, 0.375, \n"
" 0.4375, 0.1875, 0.375, 0.125); \n"
" lowp mat4 mSquare = mat4( 0.0, 0.6875, 0.75, 0.4375, \n"
" 0.875, 0.3125, 0.125, 0.5625, \n"
" 0.1875, 0.5, 0.9375, 0.25, \n"
" 0.8125, 0.375, 0.0625, 0.625); \n"
" lowp mat4 mSquare = mat4( 0.0, 0.75, 0.125, 0.875, \n"
" 0.5, 0.25, 0.625, 0.375, \n"
" 0.375, 0.625, 0.25, 0.5, \n"
" 0.875, 0.125, 0.75, 0.0); \n"
// Try to keep dithering visible even at higher resolutions
" lowp float divider = 1.0 + step(3.0, uScreenScale.x); \n"
" mediump ivec2 position = ivec2(mod((gl_FragCoord.xy - 0.5) / divider,4.0));\n"