precision mediump float; uniform sampler2D u_texture; varying float v_lighting; varying vec2 v_texcoord; float dither8x8(vec2 position, float alpha) { int x = int(mod(position.x, 8.0)); int y = int(mod(position.y, 8.0)); int index = x + y * 8; float limit = 0.0; if (x < 8) { if (index == 0) limit = 0.015625; if (index == 1) limit = 0.515625; if (index == 2) limit = 0.140625; if (index == 3) limit = 0.640625; if (index == 4) limit = 0.046875; if (index == 5) limit = 0.546875; if (index == 6) limit = 0.171875; if (index == 7) limit = 0.671875; if (index == 8) limit = 0.765625; if (index == 9) limit = 0.265625; if (index == 10) limit = 0.890625; if (index == 11) limit = 0.390625; if (index == 12) limit = 0.796875; if (index == 13) limit = 0.296875; if (index == 14) limit = 0.921875; if (index == 15) limit = 0.421875; if (index == 16) limit = 0.203125; if (index == 17) limit = 0.703125; if (index == 18) limit = 0.078125; if (index == 19) limit = 0.578125; if (index == 20) limit = 0.234375; if (index == 21) limit = 0.734375; if (index == 22) limit = 0.109375; if (index == 23) limit = 0.609375; if (index == 24) limit = 0.953125; if (index == 25) limit = 0.453125; if (index == 26) limit = 0.828125; if (index == 27) limit = 0.328125; if (index == 28) limit = 0.984375; if (index == 29) limit = 0.484375; if (index == 30) limit = 0.859375; if (index == 31) limit = 0.359375; if (index == 32) limit = 0.0625; if (index == 33) limit = 0.5625; if (index == 34) limit = 0.1875; if (index == 35) limit = 0.6875; if (index == 36) limit = 0.03125; if (index == 37) limit = 0.53125; if (index == 38) limit = 0.15625; if (index == 39) limit = 0.65625; if (index == 40) limit = 0.8125; if (index == 41) limit = 0.3125; if (index == 42) limit = 0.9375; if (index == 43) limit = 0.4375; if (index == 44) limit = 0.78125; if (index == 45) limit = 0.28125; if (index == 46) limit = 0.90625; if (index == 47) limit = 0.40625; if (index == 48) limit = 0.25; if (index == 49) limit = 0.75; if (index == 50) limit = 0.125; if (index == 51) limit = 0.625; if (index == 52) limit = 0.21875; if (index == 53) limit = 0.71875; if (index == 54) limit = 0.09375; if (index == 55) limit = 0.59375; if (index == 56) limit = 1.0; if (index == 57) limit = 0.5; if (index == 58) limit = 0.875; if (index == 59) limit = 0.375; if (index == 60) limit = 0.96875; if (index == 61) limit = 0.46875; if (index == 62) limit = 0.84375; if (index == 63) limit = 0.34375; } return alpha < limit ? 0.0 : 1.0; } /* const float ditherThreshold[64] = float[64]( 0.015625, 0.51562, 0.14062, 0.64062, 0.04687, 0.54687, 0.17187, 0.67187, 0.76562, 0.26562, 0.89062, 0.39062, 0.79687, 0.29687, 0.92187, 0.42187, 0.20312, 0.70312, 0.07812, 0.57812, 0.23437, 0.73437, 0.10937, 0.60937, 0.95312, 0.45312, 0.82812, 0.32812, 0.98437, 0.48437, 0.85937, 0.35937, 0.0625, 0.5625, 0.1875, 0.6875, 0.03125, 0.53125, 0.15625, 0.65625, 0.8125, 0.3125, 0.9375, 0.4375, 0.78125, 0.28125, 0.90625, 0.40625, 0.25, 0.75, 0.125, 0.625, 0.21875, 0.71875, 0.09375, 0.59375, 1.0, 0.5, 0.875, 0.375, 0.96875, 0.46875, 0.84375, 0.34375 ); */ void main() { vec2 tex = vec2(v_texcoord.x, 1.0 - v_texcoord.y); vec4 diffuse = texture2D(u_texture, tex).rgba; float alpha = dither8x8(gl_FragCoord.xy, diffuse.a); if (alpha < 0.5) { discard; } gl_FragColor = vec4(diffuse.rgb * v_lighting, 1.0); }