add dither noise to comp

This commit is contained in:
Green Sky 2022-04-05 22:48:01 +02:00
parent 631b9433c2
commit a98098af91

View File

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