Error Diffusion Dithering in Max
I'd like to use error diffusion dithering in Max.
There are some great explainers, such as this by Tanner Helland.
And these Max patches, by Jesse / Peechiz, use ordered dithering.
However, I'm not sure how to apply the two dimensional processing needed in error diffusion dithering.
There is quite a bit in Jesse's explainer patch that I understanding at a high level... but outside my understanding on a low level. I've broken down Jesse's patch a little to help me understand:
Can anyone help me understand better, or suggest how to go about two dimensional processing?
It might not really help you understand better, but I converted this shadertoy shader to work in Max. It's not true error diffusion dithering but gives similar result.
As far as I understand, error diffusion dithering is not suited for GPU calculation, so depending on what you want to achieve you might want to look for other dithering algorithms.