/** * 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); } uniform vec2 iResolution; uniform float flip; uniform vec2 direction; vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { vec4 color = vec4(0.0); vec2 off1 = vec2(1.3846153846) * direction; vec2 off2 = vec2(3.2307692308) * direction; color += texture2D(image, uv) * 0.2270270270; color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162; color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162; color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703; color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703; return color; } void main() { vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy); if (flip == 1.0) { uv.y = 1.0 - uv.y; } vec4 inColor = blur(u_texture, uv, iResolution.xy, direction); vec4 selvec = getDitherredDot(inColor); gl_FragColor = selvec; // quantise all four RGBA }