/*{ "CATEGORIES": [ "Halftone Effect", "Retro" ], "CREDIT": "by zoidberg", "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "DEFAULT": 45, "MAX": 256, "MIN": 1, "NAME": "gridSize", "TYPE": "float" }, { "DEFAULT": 0.15, "MAX": 1, "MIN": 0, "NAME": "smoothing", "TYPE": "float" } ], "ISFVSN": "2" } */ vec4 gridRot = vec4(15.0, 45.0, 75.0, 0.0); //vec4 gridRot = vec4(15.0, 75.0, 0.0, 45.0); //vec4 gridRot = vec4(0.0, 0.0, 0.0, 0.0); // during calculation we find the closest dot to a frag, determine its size, and then determine the size of the four dots above/below/right/left of it. this array of offsets move "one left", "one up", "one right", and "one down"... vec2 originOffsets[4]; void main() { // a halftone is an overlapping series of grids of dots // each grid of dots is rotated by a different amount // the size of the dots determines the colors. the shape of the dot should never change (always be a dot with regular edges) originOffsets[0] = vec2(-1.0, 0.0); originOffsets[1] = vec2(0.0, 1.0); originOffsets[2] = vec2(1.0, 0.0); originOffsets[3] = vec2(0.0, -1.0); vec3 rgbAmounts = vec3(0.0); int i; int j; // for each of the channels (i) of RGB... for (i=0; i<3; ++i) { // figure out the rotation of the grid in radians float rotRad = radians(gridRot[i]); // the grids are rotated counter-clockwise- to find the nearest dot, take the fragment pixel loc, // rotate it clockwise, and split by the grid to find the center of the dot. then rotate this // coord counter-clockwise to yield the location of the center of the dot in pixel coords local to the render space mat2 ccTrans = mat2(vec2(cos(rotRad), sin(rotRad)), vec2(-1.0*sin(rotRad), cos(rotRad))); mat2 cTrans = mat2(vec2(cos(rotRad), -1.0*sin(rotRad)), vec2(sin(rotRad), cos(rotRad))); // find the location of the frag in the grid (prior to rotating it) vec2 gridFragLoc = cTrans * gl_FragCoord.xy; // find the center of the dot closest to the frag- there's no "round" in GLSL 1.2, so do a "floor" to find the dot to the bottom-left of the frag, then figure out if the frag would be in the top and right halves of that square to find the closest dot to the frag vec2 gridOriginLoc = vec2(floor(gridFragLoc.x/gridSize), floor(gridFragLoc.y/gridSize)); vec2 tmpGridCoords = gridFragLoc/vec2(gridSize); bool fragAtTopOfGrid = ((tmpGridCoords.y-floor(tmpGridCoords.y)) > (gridSize/2.0)) ? true : false; bool fragAtRightOfGrid = ((tmpGridCoords.x-floor(tmpGridCoords.x)) > (gridSize/2.0)) ? true : false; if (fragAtTopOfGrid) gridOriginLoc.y = gridOriginLoc.y + 1.0; if (fragAtRightOfGrid) gridOriginLoc.x = gridOriginLoc.x + 1.0; // ...at this point, "gridOriginLoc" contains the grid coords of the nearest dot to the fragment being rendered // convert the location of the center of the dot from grid coords to pixel coords vec2 gridDotLoc = vec2(gridOriginLoc.x*gridSize, gridOriginLoc.y*gridSize) + vec2(gridSize/2.0); // rotate the pixel coords of the center of the dot so they become relative to the rendering space vec2 renderDotLoc = ccTrans * gridDotLoc; // get the color of the pixel of the input image under this dot (the color will ultimately determine the size of the dot) vec4 renderDotImageColorRGB = IMG_PIXEL(inputImage, renderDotLoc); // the amount of this channel is taken from the same channel of the color of the pixel of the input image under this halftone dot float imageChannelAmount = renderDotImageColorRGB[i]; // the size of the dot is determined by the value of the channel float dotRadius = imageChannelAmount * (gridSize*1.50/2.0); float fragDistanceToDotCenter = distance(gl_FragCoord.xy, renderDotLoc); if (fragDistanceToDotCenter < dotRadius) { rgbAmounts[i] += smoothstep(dotRadius, dotRadius-(dotRadius*smoothing), fragDistanceToDotCenter); } // calcluate the size of the dots abov/below/to the left/right to see if they're overlapping for (j=0; j<4; ++j) { gridDotLoc = vec2((gridOriginLoc.x+originOffsets[j].x)*gridSize, (gridOriginLoc.y+originOffsets[j].y)*gridSize) + vec2(gridSize/2.0); renderDotLoc = ccTrans * gridDotLoc; renderDotImageColorRGB = IMG_PIXEL(inputImage, renderDotLoc); imageChannelAmount = renderDotImageColorRGB[i]; dotRadius = imageChannelAmount * (gridSize*1.50/2.0); fragDistanceToDotCenter = distance(gl_FragCoord.xy, renderDotLoc); if (fragDistanceToDotCenter < dotRadius) { rgbAmounts[i] += smoothstep(dotRadius, dotRadius-(dotRadius*smoothing), fragDistanceToDotCenter); } } } gl_FragColor = vec4(rgbAmounts[0], rgbAmounts[1], rgbAmounts[2], 1.0); }