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); }