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particle fading shader
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55
src/shaders/alphadither.frag
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55
src/shaders/alphadither.frag
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/**
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* Blue Noise texture created by Christoph Peters, released under CC0
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#ifdef GL_ES
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precision mediump float;
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#endif
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vec4 gammaIn(vec4 col) {
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return pow(col, vec4(2.2));
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}
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vec4 gammaOut(vec4 col) {
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return pow(col, vec4(1.0 / 2.2));
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}
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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uniform mat4 swizzler = mat4(
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1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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0.0,0.0,1.0,0.0,
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0.0,0.0,0.0,1.0
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);
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uniform float quant = 1.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantVec = vec4(quant);
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vec4 invQuant = vec4(1.0 / quant);
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out vec4 fragColor;
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const vec2 boolean = vec2(0.0, 1.0);
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const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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float nearestAlpha(float alpha) {
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return min(1.0, max(0.0, floor(alpha + 0.5)));
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}
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void main(void) {
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vec4 particleCol = vec4(v_color.rgb, smoothstep(0.0, 1.0, v_color.a));
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vec4 inColor = particleCol * texture(u_texture, v_texCoords);
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float bayerThreshold = (swizzler * vec4(texture(u_pattern, (gl_FragCoord.xy + rnd) * patternsize))).r;
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float alpha = nearestAlpha((inColor.a * 256.0 / 255.0) - (1.0 / 255.0) + (bayerThreshold - 0.5));
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fragColor = inColor * boolean.yyyx + alpha * boolean.xxxy;
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}
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