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add dither noise to comp
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@ -125,6 +125,7 @@ R"(
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#endif
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#include "/shaders/builtin/tonemapping.glsl"
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#include "/shaders/builtin/hashing.glsl"
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uniform sampler2D color_tex;
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uniform sampler2D bloom_tex;
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@ -157,6 +158,9 @@ void main() {
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_out_color = tonemapACESFilm(comp); // looks right
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//_out_color = pow(tonemapACESFilm(pow(comp, vec3(2.2))), vec3(1.0/2.2)); // insane saturation o.O
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//_out_color = pow(tonemapACESFilm(comp), vec3(1.0/2.2)); // looks just wrong
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// noise dither for 8bit displays
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_out_color += (hash32(gl_FragCoord.xy) * vec3(2.0) - vec3(1.0)) / vec3(255.0);
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})")
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}
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