#ifdef GL_ES precision mediump float; #endif uniform sampler2D u_tex0; uniform vec2 u_resolution; uniform vec2 u_mouse; float PI = 3.1415926535897932384626433832795; float PI180 = float(PI / 180.0); float sind (float a) { return sin(a * PI180); } float cosd (float a) { return cos(a * PI180); } float added (vec2 sh, float sa, float ca, vec2 c, float d) { return 0.5 + 0.25 * cos((sh.x * sa + sh.y * ca + c.x) * d) + 0.25 * cos((sh.x * ca - sh.y * sa + c.y) * d); } void main () { float threshold = clamp(0.5, 0.0, 1.0); vec2 st = gl_FragCoord.xy/u_resolution.xy; if (st.x > 0.5) { // Halftone dot matrix shader // @author Tomek Augustyn 2010 // Ported from my old PixelBender experiment // https://github.com/og2t/HiSlope/blob/master/src/hislope/pbk/fx/halftone/Halftone.pbk float ratio = u_resolution.y / u_resolution.x; vec2 dstCoord = vec2(st.x-0.5, st.y*0.5)*2.0; vec2 srcCoord = vec2(st.x-0.5, st.y*0.5)*2.0; vec2 rotationCenter = vec2(0.5); vec2 shift = dstCoord - rotationCenter; float dotSize = 5.0; float angle = 45.0; float rasterPattern = added(shift, sind(angle), cosd(angle), rotationCenter, PI / dotSize * 680.0); vec4 srcPixel = texture2D(u_tex0, srcCoord); float avg = 0.2125 * srcPixel.r + 0.7154 * srcPixel.g + 0.0721 * srcPixel.b; float gray = (rasterPattern * threshold + avg - threshold) / (1.0 - threshold); // uncomment to see how the raster pattern looks // gray = rasterPattern; gl_FragColor = vec4(gray, gray, gray, 1.0); } else { st = vec2(st.x,st.y*0.5)*2.0; gl_FragColor = texture2D(u_tex0, st); } }