precision mediump float;
uniform vec4 dimensions;
uniform float pixelSize;
uniform sampler2D uSampler;
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 uv = gl_FragCoord.xy;
vec3 col = texture2D(uSampler, floor( uv / pixelSize ) * pixelSize / dimensions.xy).rgb;
float gray = (col.r + col.g + col.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; // #
vec2 p = mod( uv / ( pixelSize * 0.5 ), 2.0) - vec2(1.0);
col = col * character(n, p);
gl_FragColor = vec4(col, 1.0);
}