//SHADER ORIGINALY CREADED BY "abelcamarena" FROM SHADERTOY //MODIFIED AND PORTED TO GODOT BY AHOPNESS (@ahopness) //LICENSE : CC0 //COMATIBLE WITH : GLES2, GLES3, WEBGL //SHADERTOY LINK : https://www.shadertoy.com/view/tsKGDm shader_type canvas_item; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform float SCREEN_WIDTH = 320.; // Lower num - bigger pixels (this will be the screen width) uniform float COLOR_FACTOR :hint_range(0., 10.) = 4.; // Higher num - higher colors quality uniform float DITHERING_STRENTH :hint_range(0., .07) = 0.005; // Be carefull with this one, dithering can get messy really easily int PSXDither(ivec2 fragcoord) { const int dither_table[16] = { -4, +0, -3, +1, +2, -2, +3, -1, -3, +1, -4, +0, +3, -1, +2, -2 }; const int dither_table2[16] = { +0, +8, 2, +10, +12, -4, +14, +6, +3, +11, +1, +9, +15, +7, +13, +5 }; const int dither_table_8[64] = { 0, 32, 8, 40, 2, 34, 10, 42, 48, 16, 56, 24, 50, 18, 58, 26, 12, 44, 4, 36, 14, 46, 6, 38, 60, 28, 52, 20, 62, 30, 54, 22, 3, 35, 11, 43, 1, 33, 9, 41, 51, 19, 59, 27, 49, 17, 57, 25, 15, 47, 7, 39, 13, 45, 5, 37, 63, 31, 55, 23, 61, 29, 53, 21 }; int x = fragcoord.x % 4; int y = fragcoord.y % 4; return dither_table_8[y * 4 + x]; } void fragment(){ // Reduce pixels vec2 size = SCREEN_WIDTH * SCREEN_PIXEL_SIZE.xy/SCREEN_PIXEL_SIZE.x; vec2 coor = floor( UV * size) ; vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy; // Get source color vec3 col = texture(SCREEN_TEXTURE, uv).xyz; // Dithering col += float(PSXDither(ivec2(FRAGCOORD.xy))) * DITHERING_STRENTH; // Reduce colors col = floor(col * COLOR_FACTOR) / COLOR_FACTOR; // Output to screen COLOR = vec4(col,1.); }