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const vec3 luma = vec3(0.2126, 0.7152, 0.0722); | |
float round(float a){ | |
return floor(a + .5); | |
} | |
float dither (vec2 fragCoord) { | |
float size = 3.0; | |
return texture(iChannel1, fract(fragCoord / vec2(8.0*size,8.0*size))).r; | |
} | |
float quantize (float col, float steps) { | |
return round(col * steps) / steps; | |
} | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord/iResolution.xy; | |
// Time varying pixel color | |
//vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4)); | |
vec3 col = texture(iChannel0, uv).rgb; | |
float lumi = dot(luma, col); | |
float steps = 2.0; | |
float c = quantize(lumi + dither(fragCoord) / steps, steps); | |
fragColor = vec4(c,c,c, 1.0); | |
} |
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