make Game.gd not rely on autoload/global
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14
psx.gdshader
14
psx.gdshader
@ -11,15 +11,15 @@ uniform int dither_size: hint_range(1, 8) = 1;
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float dithering_pattern(ivec2 fragcoord) {
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const float pattern[] = {
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0.00, 0.50, 0.10, 0.65,
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0.75, 0.25, 0.90, 0.35,
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0.20, 0.70, 0.05, 0.50,
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0.00, 0.50, 0.10, 0.65,
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0.75, 0.25, 0.90, 0.35,
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0.20, 0.70, 0.05, 0.50,
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0.95, 0.40, 0.80, 0.30
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};
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int x = fragcoord.x % 4;
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int y = fragcoord.y % 4;
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return pattern[y * 4 + x];
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}
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@ -38,7 +38,7 @@ float reduce_color(float raw, float dither, int depth) {
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if (raw * float(depth) - float(i) <= dither * 0.999)
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{
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val = div * float(i);
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}
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}
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else
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{
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val = div * float(i + 1);
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@ -61,7 +61,7 @@ void fragment() {
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{
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dithering_value = dithering_pattern(uv);
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}
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COLOR.r = reduce_color(raw.r, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
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COLOR.g = reduce_color(raw.g, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
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COLOR.b = reduce_color(raw.b, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
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