void main() { // Generate a random number based on the fragment position. For this // random number generator, we use the "GLSL rand" function // that seems to be floating around on the internet. It works under // the assumption that sin() oscillates with high frequency // and sampling it will generate "randomness". Since we're using this // for rendering and not cryptography it should be OK. // For each channel c, add the random offset to the pixel to either bump // it up or let it remain constant during quantization. float r = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453); sk_OutColor = clamp(1.0 / 255.0 * vec4(r) + sk_InColor, 0, 1); } @test(testData) { return GrDitherEffect::Make(); }