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;
}
}