Dithering
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@ -51,10 +51,11 @@ main :: proc() {
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w, h := rl.GetScreenWidth(), rl.GetScreenHeight()
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pixelize: i32 = 2
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pixelize: i32 = 3
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target := rl.LoadRenderTexture(w / pixelize, h / pixelize)
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posttarget := rl.LoadRenderTexture(w / pixelize, h / pixelize)
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palette := rl.LoadTexture("assets/gfx/blood-crow-1x.png")
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palette := rl.LoadTexture("assets/gfx/bluem0ld-1x.png")
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rl.SetTextureFilter(palette, .POINT)
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@ -145,6 +146,8 @@ main :: proc() {
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w, h = rl.GetScreenWidth(), rl.GetScreenHeight()
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rl.UnloadRenderTexture(target)
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target = rl.LoadRenderTexture(w / pixelize, h / pixelize)
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rl.UnloadRenderTexture(posttarget)
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posttarget = rl.LoadRenderTexture(w / pixelize, h / pixelize)
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}
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rl.UpdateCamera(&cam, .FIRST_PERSON)
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delta := rl.GetFrameTime()
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@ -197,27 +200,34 @@ main :: proc() {
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rl.EndShaderMode()
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rl.EndMode3D()
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rl.EndTextureMode()
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rl.BeginDrawing()
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// rl.BeginDrawing()
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rl.BeginTextureMode(posttarget)
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rl.BeginShaderMode(posterizer)
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rl.SetShaderValueTexture(posterizer, poster_palette, palette)
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rl.DrawTexturePro(
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target.texture,
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rl.Rectangle{0, f32(h / pixelize), f32(w / pixelize), -f32(h / pixelize)},
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{0, 0, f32(w), f32(h)},
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{},
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0,
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rl.WHITE,
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)
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// rl.DrawTexturePro(
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// target.depth,
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// target.texture,
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// rl.Rectangle{0, f32(h / pixelize), f32(w / pixelize), -f32(h / pixelize)},
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// {0, 0, f32(w), f32(h)},
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// {},
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// 0,
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// rl.WHITE,
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// )
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rl.DrawTexture(target.texture, 0, 0, rl.WHITE)
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rl.EndShaderMode()
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// rl.DrawTexture(palette, 0, 0, rl.WHITE)
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rl.EndTextureMode()
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rl.BeginDrawing()
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// rl.BeginTextureMode(posttarget)
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// rl.BeginShaderMode(posterizer)
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// rl.SetShaderValueTexture(posterizer, poster_palette, palette)
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rl.DrawTexturePro(
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posttarget.texture,
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rl.Rectangle{0, 0, f32(w / pixelize), f32(h / pixelize)},
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{0, 0, f32(w), f32(h)},
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{},
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0,
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rl.WHITE,
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)
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rl.EndDrawing()
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}
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}
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