forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			9 lines
		
	
	
		
			303 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			9 lines
		
	
	
		
			303 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
uniform half _DitherStrength;
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inline half DitherAnimatedNoise(half2 screenPos) {
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	half noise = frac(
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		dot(uint3(screenPos, floor(fmod(_Time.y * 10, 4))), uint3(2, 7, 23) / 17.0f));
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	noise -= 0.5; // remap from [0..1[ to [-0.5..0.5[
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	half noiseScaled = (noise / _DitherStrength);
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	return noiseScaled;
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} |