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Use enableHiresNoiseDithering setting.
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d7e3b4c84b
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@ -1680,13 +1680,18 @@ public:
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"lowp vec3 snoiseRGB() \n"
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"{ \n"
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" mediump vec2 texSize = vec2(640.0, 580.0); \n"
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;
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if (config.generalEmulation.enableHiresNoiseDithering != 0)
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// multiplier for higher res noise effect
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" lowp float mult = 1.0 + step(2.0, uScreenScale.x); \n"
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" \n"
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m_part +=
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" lowp float mult = 1.0 + step(2.0, uScreenScale.x); \n";
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else
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m_part +=
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" lowp float mult = 1.0; \n";
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m_part +=
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" mediump vec2 coordR = mult * ((gl_FragCoord.xy)/uScreenScale/texSize);\n"
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" mediump vec2 coordG = mult * ((gl_FragCoord.xy + vec2( 0.0, texSize.y / 2.0 ))/uScreenScale/texSize);\n"
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" mediump vec2 coordB = mult * ((gl_FragCoord.xy + vec2( texSize.x / 2.0, 0.0))/uScreenScale/texSize);\n"
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" \n"
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// Only red channel of noise texture contains noise.
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" lowp float r = texture(uTexNoise,coordR).r; \n"
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" lowp float g = texture(uTexNoise,coordG).r; \n"
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@ -1697,8 +1702,15 @@ public:
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"lowp float snoiseA() \n"
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"{ \n"
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" mediump vec2 texSize = vec2(640.0, 580.0); \n"
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;
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if (config.generalEmulation.enableHiresNoiseDithering != 0)
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// multiplier for higher res noise effect
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" lowp float mult = 1.0 + step(2.0, uScreenScale.x); \n"
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m_part +=
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" lowp float mult = 1.0 + step(2.0, uScreenScale.x); \n";
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else
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m_part +=
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" lowp float mult = 1.0; \n";
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m_part +=
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" \n"
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" mediump vec2 coord = mult * ((gl_FragCoord.xy)/uScreenScale/texSize);\n"
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" \n"
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