Timeline for OpenGL specular shading - Gradient banding issues
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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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.
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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 |