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pixi.js / src / filters / ascii / ascii.frag
@Mat Groves Mat Groves on 13 Jun 2016 1 KB Revert "removed unessential filters"
varying vec2 vTextureCoord;

uniform vec4 filterArea;
uniform float pixelSize;
uniform sampler2D uSampler;

vec2 mapCoord( vec2 coord )
{
    coord *= filterArea.xy;
    coord += filterArea.zw;

    return coord;
}

vec2 unmapCoord( vec2 coord )
{
    coord -= filterArea.zw;
    coord /= filterArea.xy;

    return coord;
}

vec2 pixelate(vec2 coord, vec2 size)
{
    return floor( coord / size ) * size;
}

vec2 getMod(vec2 coord, vec2 size)
{
    return mod( coord , size) / size;
}

float character(float n, vec2 p)
{
    p = floor(p*vec2(4.0, -4.0) + 2.5);
    if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
    {
        if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;
    }
    return 0.0;
}

void main()
{
    vec2 coord = mapCoord(vTextureCoord);

    // get the rounded color..
    vec2 pixCoord = pixelate(coord, vec2(pixelSize));
    pixCoord = unmapCoord(pixCoord);

    vec4 color = texture2D(uSampler, pixCoord);

    // determine the character to use
    float gray = (color.r + color.g + color.b) / 3.0;

    float n =  65536.0;             // .
    if (gray > 0.2) n = 65600.0;    // :
    if (gray > 0.3) n = 332772.0;   // *
    if (gray > 0.4) n = 15255086.0; // o
    if (gray > 0.5) n = 23385164.0; // &
    if (gray > 0.6) n = 15252014.0; // 8
    if (gray > 0.7) n = 13199452.0; // @
    if (gray > 0.8) n = 11512810.0; // #

    // get the mod..
    vec2 modd = getMod(coord, vec2(pixelSize));

    gl_FragColor = color * character( n, vec2(-1.0) + modd * 2.0);

}