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@Bigfoot71
Created July 6, 2025 20:20
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debanding used in bit-crush demo
#version 330 core
noperspective in vec2 vTexCoord;
uniform sampler2D uTexColor;
out vec4 FragColor;
float GradientNoise(in vec2 fragCoord)
{
// from: https://www.shadertoy.com/view/lfyBWK
return fract(52.9829189 * fract(dot(fragCoord, vec2(0.06711056, 0.00583715))));
}
void main()
{
vec3 color = texture(uTexColor, vTexCoord).rgb;
const float DITHER_AMOUNT = 1.0 / 255.0;
color += DITHER_AMOUNT * GradientNoise(gl_FragCoord.xy);
FragColor = vec4(color, 1.0);
}
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