Quantized Bayer dither

Quantized (multistep) dither shader.

 

Description:

The number of steps can be set from quantize_groups uniform. Default is 2 (Ng=2).

Complete source codes:

Shader code
shader_type canvas_item;

uniform int quantize_groups : hint_range(1, 8) = 2;

const int DITHER_SIZE = 2;
const float DITHER_PATTERN[DITHER_SIZE * DITHER_SIZE] = {
	0.5 / 4.0, 2.5 / 4.0,
	3.5 / 4.0, 1.5 / 4.0 };

//const int DITHER_SIZE = 4;
//const float DITHER_PATTERN[DITHER_SIZE * DITHER_SIZE] = {
//     0.5 / 16.0,  8.5 / 16.0,  2.5 / 16.0, 10.5 / 16.0,
//    12.5 / 16.0,  4.5 / 16.0, 14.5 / 16.0,  6.5 / 16.0,
//     3.5 / 16.0, 11.5 / 16.0,  1.5 / 16.0,  9.5 / 16.0,
//    15.5 / 16.0,  7.5 / 16.0, 13.5 / 16.0,  5.5 / 16.0 };

//const int DITHER_SIZE = 8;
//const float DITHER_PATTERN[DITHER_SIZE * DITHER_SIZE] = {
//	 0.5 / 64.0, 48.5 / 64.0, 12.5 / 64.0, 60.5 / 64.0,  3.5 / 64.0, 51.5 / 64.0, 15.5 / 64.0, 63.5 / 64.0,
//	32.5 / 64.0, 16.5 / 64.0, 44.5 / 64.0, 28.5 / 64.0, 35.5 / 64.0, 19.5 / 64.0, 47.5 / 64.0, 31.5 / 64.0,
//	 8.5 / 64.0, 56.5 / 64.0,  4.5 / 64.0, 52.5 / 64.0, 11.5 / 64.0, 59.5 / 64.0,  7.5 / 64.0, 55.5 / 64.0,
//	40.5 / 64.0, 24.5 / 64.0, 36.5 / 64.0, 20.5 / 64.0, 43.5 / 64.0, 27.5 / 64.0, 39.5 / 64.0, 23.5 / 64.0,
//	 2.5 / 64.0, 50.5 / 64.0, 14.5 / 64.0, 62.5 / 64.0,  1.5 / 64.0, 49.5 / 64.0, 13.5 / 64.0, 61.5 / 64.0,
//	34.5 / 64.0, 18.5 / 64.0, 46.5 / 64.0, 30.5 / 64.0, 33.5 / 64.0, 17.5 / 64.0, 45.5 / 64.0, 29.5 / 64.0,
//	10.5 / 64.0, 58.5 / 64.0,  6.5 / 64.0, 54.5 / 64.0,  9.5 / 64.0, 57.5 / 64.0,  5.5 / 64.0, 53.5 / 64.0,
//	42.5 / 64.0, 26.5 / 64.0, 38.5 / 64.0, 22.5 / 64.0, 41.5 / 64.0, 25.5 / 64.0, 37.5 / 64.0, 21.5 / 64.0 };

void fragment()
{
	ivec2 p = ivec2(SCREEN_UV / SCREEN_PIXEL_SIZE) % ivec2(DITHER_SIZE);
	float g = float(quantize_groups);
	float t = DITHER_PATTERN[p.y * DITHER_SIZE + p.x];
	COLOR = (step(t, fract(COLOR * g)) + floor(COLOR * g)) / g;
}
Tags
dither
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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