/** * Blue Noise texture created by Christoph Peters, released under CC0 * http://momentsingraphics.de/BlueNoise.html */ #version 120 #ifdef GL_ES precision mediump float; #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; uniform sampler2D u_pattern; uniform ivec2 rnd = ivec2(0,0); float quant = 127.0; // 64 steps -> 63.0; 256 steps -> 255.0 vec4 quantiser = vec4(quant); vec4 quantiserDivider = vec4(1.0 / quant); vec2 boolean = vec2(0.0, 1.0); vec4 halfvec = vec4(0.5); vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); vec4 nearestColour(vec4 inColor) { return floor(quantiser * inColor + halfvec) * quantiserDivider; } vec4 getDitherredDot(vec4 inColor) { vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5); return nearestColour(bayerThreshold * quantiserDivider + inColor); } void main(void) { // create texture coordinates based on pixelSize // vec4 inColor = v_color * (texture2D(u_texture, v_texCoords)).aaaa; vec4 selvec = getDitherredDot(inColor); gl_FragColor = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A }