Some of the code is inspired by the ideas presented below: ------ - Enhanced ambient occlusion is based on Capt Tatsu's ambient occlusion used in BSL Shaders: https://bitslablab.com/bslshaders/ - Shadow bias technique from Emin implementation, based on a concept reimagined by gri573: https://www.complementary.dev/ - Interleaved noise from: "NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE" http://advances.realtimerendering.com/s2014/index.html - TAA is based on Erkaman's TAA simple implementation: https://gist.github.com/Erkaman - Phi noise by delu: https://www.shadertoy.com/view/Nst3R7 Based on TinyTexel: https://www.shadertoy.com/view/wltSDn Based on: http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/ - R dither based on: http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/ - Dither 13 and Dther 17 by atyuwen: https://www.shadertoy.com/view/wl3cWX Based on: https://developer.oculus.com/blog/tech-note-shader-snippets-for-efficient-2d-dithering/ ------ If any functions were listed here, and are no longer listed, they have been removed or replaced by own functions. ------ I am not a graphics developer, I made this shader out of curiosity and my personal use, but I think it is good enough to be shared. I have not copied, but have tried to learn, adapt and modify other people's ideas in favor of the shader. If you think I have violated your copyright, please notify me. javierg.cim at gmail.com