Add SFX
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@@ -44,10 +44,10 @@ vec3 apply_dithering(vec3 color, vec2 screen_pos) {
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vec3 threshold = random_noise_vec3(screen_pos);
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vec3 error = fract(color_scaled / 8.0);
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return color + step(threshold, error) * PALETTE_STEP;
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}
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}
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else {
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float threshold = (dither_mode == 0) ?
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magic_matrix[int(mod(screen_pos.y, 4.0))][int(mod(screen_pos.x, 4.0))] :
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float threshold = (dither_mode == 0) ?
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magic_matrix[int(mod(screen_pos.y, 4.0))][int(mod(screen_pos.x, 4.0))] :
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bayer_matrix[int(mod(screen_pos.y, 4.0))][int(mod(screen_pos.x, 4.0))];
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vec3 quantized = floor(color_scaled / 8.0) * 8.0;
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vec3 can_dither = step(quantized, vec3(247.0)) * step(vec3(1.0), color_scaled);
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