Ordered dithering shader for picom.
I just love that oldschool orderred dithering and I heard that it was pretty fast as a fragment shader, so I decided to leard OpenGL because of it, lol. And then I found out that picom has support for user-defined shaders and some people have made pretty incredible stuff with them, so I just had to do it!
picom --window-shader-fg fadeDither.glsl
Screenshots were taken using 6-level quantization. You may want to set a higher color count to make it less noticable, or the opposite.
This video demonstrates two shaders with fading:



