#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput struct PostProcessSettings { scale: f32, } @group(0) @binding(0) var screen_texture: texture_2d; @group(0) @binding(1) var texture_sampler: sampler; @group(0) @binding(2) var settings: PostProcessSettings; const dither = array, 8>( array( 0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0), array(48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0), array(12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0), array(60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0), array( 3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0), array(51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0), array(15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0), array(63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0) ); fn find_closest(x: i32, y: i32, c0: f32) -> f32 { var limit = 0.0; if (x < 8) { limit = (dither[x][y]+1) / 64.0; } if (c0 < limit) { return 0.0; } return 1.0; } @fragment fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4 { let a: f32 = textureSample(screen_texture, texture_sampler, in.uv).a; let gr: f32 = textureSample(screen_texture, texture_sampler, in.uv).r * 0.2989; let gg: f32 = textureSample(screen_texture, texture_sampler, in.uv).g * 0.587; let gb: f32 = textureSample(screen_texture, texture_sampler, in.uv).b * 0.114; let grayscale: f32 = gr + gg + gb; let uvx: f32 = in.position.x; let uvy: f32 = in.position.y; let x: i32 = i32(uvx * settings.scale) % 8; let y: i32 = i32(uvy * settings.scale) % 8; let final_gray = find_closest(x, y, grayscale); return vec4( final_gray, final_gray, final_gray, 0.0 ); }