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>> No.3441859 [View]
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3441859

>>3441738
I did find something that did approximately that and I fucked with it for a good long while until it stopped giving me errors but the dithering didn't show up, not sure why. The issue is somewhere in

float ditherpattern(vec2 position, float brightness) {
int x = int(mod(position.x, 2.0));
int y = int(mod(position.y, 2.0));
int index = x + y * 2;
float limit = 0.0;

if (x < 8) {
if (index == 0) limit = 0.25;
if (index == 1) limit = 0.75;
if (index == 2) limit = 1.00;
if (index == 3) limit = 0.50;
}

return brightness < limit ? 0.0 : 1.0;
}

I got this other shader to work though, but it's less interesting in comparison.

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