PS1/PSX

Shader code
shader_type canvas_item;

render_mode unshaded;

#define MAXCOLORS 16

uniform bool enabled = true;
uniform bool dithering = true;
uniform int colors : hint_range(1, MAXCOLORS) = 12;
uniform int dither_size: hint_range(1, 8) = 1;

float dithering_pattern(ivec2 fragcoord) {
	const float pattern[] = {
		0.00, 0.50, 0.10, 0.65, 
		0.75, 0.25, 0.90, 0.35, 
		0.20, 0.70, 0.05, 0.50, 
		0.95, 0.40, 0.80, 0.30
	};
	
	int x = fragcoord.x % 4;
	int y = fragcoord.y % 4;
	
	return pattern[y * 4 + x];
}

float reduce_color(float raw, float dither, int depth) {
	float div = 1.0 / float(depth);
	float val = 0.0;
	int i = 0;

	while (i <= MAXCOLORS)
	{
		if (raw > div * (float(i + 1))) {
			i = i + 1;
			continue;
		}

		if (raw * float(depth) - float(i) <= dither * 0.999)
		{
			val = div * float(i);
		} 
		else
		{
			val = div * float(i + 1);
		}
		return val;

		i = i+1;
	}

	return val;
}

void fragment() {
	vec4 raw = texture(TEXTURE, SCREEN_UV);
	ivec2 uv = ivec2(FRAGCOORD.xy / float(dither_size));

	if (enabled == true){
		float dithering_value = 1.0;
		if (dithering)
		{
			dithering_value = dithering_pattern(uv);
		}
		
		COLOR.r = reduce_color(raw.r, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
		COLOR.g = reduce_color(raw.g, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
		COLOR.b = reduce_color(raw.b, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);

	} else {
		COLOR.rgb = raw.rgb;
	}
}
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

Related shaders

PS1/PSX PostProcessing

Subscribe
Notify of
guest

0 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments