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Apr 25, 2018 at 15:55 comment added Nathan Reed @v.oddou Maybe. Error diffusion would require an extra fullscreen pass, I think, versus adding noise which can be done inline in a shader.
Apr 25, 2018 at 7:38 comment added v.oddou you can try to perform actual statistics error distribution instead of just add noise uniformly, for an even better result. tannerhelland.com/4660/dithering-eleven-algorithms-source-code
Sep 9, 2016 at 14:38 comment added enne87 For anyone interested, here is also a well described article how to implement dithering to avoid color banding. Happy coding!
Sep 8, 2016 at 13:28 vote accept enne87
Sep 8, 2016 at 6:28 comment added Nathan Reed @russ Hmm, I actually copy-pasted that bit from another Shadertoy. :D On a second look, I think that .5 is actually not needed; fragCoord should be on pixel centers already.
Sep 8, 2016 at 6:23 comment added russ Nice trick. I noticed you're adding .5 to pixel coordinates in the Shadertoy, is this to hit pixel centres in the texture rather than lerped samples?
Sep 8, 2016 at 5:45 history answered Nathan Reed CC BY-SA 3.0