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@AsefHossainKhan
Last active February 5, 2025 16:32
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Android "Shader Editor" Application GLSL Camera Shader code [Pixelated Dithering in Black & White]
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform vec2 cameraAddent;
uniform mat2 cameraOrientation;
uniform samplerExternalOES cameraBack;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec2 st = cameraAddent + uv * cameraOrientation;
vec3 color = texture2D(cameraBack, st).rgb;
float br = (color.x + color.y + color.z) / 3.0;
float white;
if (br < 0.4) {
white = 0.0;
} else if (br < 0.65) {
if (mod(floor(gl_FragCoord.x / 6.0), 2.0) == 0.0 && mod(floor(gl_FragCoord.y / 6.0), 2.0) == 0.0) {
white = 0.5;
}
} else {
white = 1.0;
}
color = vec3(
white,
white,
white);
gl_FragColor = vec4(color, 1.0);
}
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