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@animech-public/playcanvas

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var opacityDitherPS = /* glsl */` uniform vec4 blueNoiseJitter; #ifdef DITHER_BLUENOISE uniform sampler2D blueNoiseTex32; #endif void opacityDither(float alpha, float id) { #ifdef DITHER_BAYER8 float noise = bayer8(floor(mod(gl_FragCoord.xy + blueNoiseJitter.xy + id, 8.0))) / 64.0; #else #ifdef DITHER_BLUENOISE vec2 uv = fract(gl_FragCoord.xy / 32.0 + blueNoiseJitter.xy + id); float noise = texture2DLodEXT(blueNoiseTex32, uv, 0.0).y; #endif #ifdef DITHER_IGNNOISE // based on https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/ vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189); float noise = fract(magic.z * fract(dot(gl_FragCoord.xy + blueNoiseJitter.xy + id, magic.xy))); #endif #endif if (alpha < noise) discard; } `; export { opacityDitherPS as default };