From a98098af9137647229e2a3618fc2827c2676ea8e Mon Sep 17 00:00:00 2001 From: Green Sky Date: Tue, 5 Apr 2022 22:48:01 +0200 Subject: [PATCH] add dither noise to comp --- .../src/mm/opengl/render_tasks/composition.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/framework/opengl_renderer/src/mm/opengl/render_tasks/composition.cpp b/framework/opengl_renderer/src/mm/opengl/render_tasks/composition.cpp index d3863e0..6fed3d9 100644 --- a/framework/opengl_renderer/src/mm/opengl/render_tasks/composition.cpp +++ b/framework/opengl_renderer/src/mm/opengl/render_tasks/composition.cpp @@ -125,6 +125,7 @@ R"( #endif #include "/shaders/builtin/tonemapping.glsl" +#include "/shaders/builtin/hashing.glsl" uniform sampler2D color_tex; uniform sampler2D bloom_tex; @@ -157,6 +158,9 @@ void main() { _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(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); })") }