LYGIA Shader Library

interleavedGradientNoise (lygia/v1.1.6/color/dither/interleavedGradientNoise)

Jimenez 2014, "Next Generation Post-Processing in Call of Duty" http://advances.realtimerendering.com/s2014/index.html

Use:

<vec4|vec3|float> interleavedGradientNoise(<vec4|vec3|float> value, <float> time)

Check it on Github



#ifndef HIGHP
#if defined(TARGET_MOBILE) && defined(GL_ES)
#define HIGHP highp
#else
#define HIGHP
#endif
#endif

#ifdef DITHER_ANIMATED
#define DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
#endif

#ifndef DITHER_INTERLEAVEDGRADIENTNOISE
#define DITHER_INTERLEAVEDGRADIENTNOISE

float interleavedGradientNoise(const HIGHP in vec2 n) {
    return fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), n)));
}

float ditherInterleavedGradientNoise(float b, const HIGHP in float time) {
    vec2 st = gl_FragCoord.xy;
    #ifdef DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
    st += 1337.0*fract(time);
    #endif
    float noise = interleavedGradientNoise(st);
    // remap from [0..1[ to [-1..1[
    noise = (noise * 2.0) - 1.0;
    return b + noise / 255.0;
}

vec3 ditherInterleavedGradientNoise(vec3 rgb, const HIGHP in float time) {
    vec2 st = gl_FragCoord.xy;
    #ifdef DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
    st += 1337.0*fract(time);
    #endif
    float noise = interleavedGradientNoise(st);
    // remap from [0..1[ to [-1..1[
    noise = (noise * 2.0) - 1.0;
    return rgb.rgb + noise / 255.0;
}

vec4 ditherInterleavedGradientNoise(vec4 rgba, const HIGHP in float time) {
    return vec4(ditherInterleavedGradientNoise(rgba.rgb, time), rgba.a);
}

#endif

Use:

<float4|float3|float> interleavedGradientNoise(<float4|float3|float> value, <float> time)

Check it on Github


#ifdef DITHER_ANIMATED
#define DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
#endif

#ifndef DITHER_INTERLEAVEDGRADIENTNOISE
#define DITHER_INTERLEAVEDGRADIENTNOISE

float interleavedGradientNoise(const in float2 n) {
    return frac(52.982919 * frac(dot(float2(0.06711, 0.00584), n)));
}

float ditherInterleavedGradientNoise(float b, float2 fragcoord, const in float time) {
    #ifdef DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
    fragcoord += 1337.0 * frac(time);
    #endif
    float noise = interleavedGradientNoise(fragcoord);
    // remap from [0..1[ to [-1..1[
    noise = (noise * 2.0) - 1.0;
    return b + noise / 255.0;
}

float3 ditherInterleavedGradientNoise(float3 rgb, float2 fragcoord, const in float time) {
    #ifdef DITHER_INTERLEAVEDGRADIENTNOISE_ANIMATED
    fragcoord += 1337.0 * frac(time);
    #endif
    float noise = interleavedGradientNoise(fragcoord);
    // remap from [0..1[ to [-1..1[
    noise = (noise * 2.0) - 1.0;
    return rgb.rgb + noise / 255.0;
}

float4 ditherInterleavedGradientNoise(float4 rgba, float2 fragcoord, const in float time) {
    return float4(ditherInterleavedGradientNoise(rgba.rgb, fragcoord, time), rgba.a);
}

#endif

Examples

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