#version 300 es precision highp float; // CRITICAL: Prevents many artifacts in vec2 v_texcoord; uniform sampler2D tex; out vec4 fragColor; // --- CONFIGURATION --- const float dot_spacing = 4.0; // 3.0-6.0 recommended const int color_levels = 4; // Posterization levels const vec3 paper_color = vec3(0.95, 0.92, 0.85); const float paper_texture_strength = 0.04; const float dot_softness = 1.5; // Higher = softer dot edges (anti-aliasing) const float ink_darkness = 0.95; // How dark the ink appears (0.0-1.0) const bool use_dithering = true; // Reduces posterization banding // --------------------- // Improved hash function - less pattern artifacts than sin-based float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } // Smoother 2D noise for paper texture float valueNoise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); // Smooth interpolation vec2 u = f * f * (3.0 - 2.0 * f); float a = hash12(i); float b = hash12(i + vec2(1.0, 0.0)); float c = hash12(i + vec2(0.0, 1.0)); float d = hash12(i + vec2(1.0, 1.0)); return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); } float luminance(vec3 color) { return dot(color, vec3(0.2126, 0.7152, 0.0722)); } // Bayer 4x4 dithering matrix - reduces posterization banding float bayerDither(vec2 pos) { ivec2 p = ivec2(mod(pos, 4.0)); int index = p.x + p.y * 4; // Bayer matrix values float matrix[16] = float[16]( 0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0 ); return (matrix[index] / 16.0) - 0.5; } void main() { vec2 screen_res = vec2(textureSize(tex, 0)); vec2 pixel_coords = v_texcoord * screen_res; // 1. Sample original with clamped coordinates (prevents edge artifacts) vec2 safe_uv = clamp(v_texcoord, 0.0, 1.0); vec3 original_color = texture(tex, safe_uv).rgb; // 2. Posterize with optional dithering to reduce banding float levels = float(color_levels); vec3 posterized_color; if (use_dithering) { // Add dither before quantization float dither = bayerDither(pixel_coords) / (levels * 2.0); posterized_color = floor((original_color + dither) * levels) / (levels - 1.0); } else { posterized_color = floor(original_color * levels) / (levels - 1.0); } posterized_color = clamp(posterized_color, 0.0, 1.0); // 3. Create layered paper texture (more natural looking) float paper_noise = 0.0; paper_noise += valueNoise(pixel_coords * 0.5) * 0.6; // Large grain paper_noise += valueNoise(pixel_coords * 1.5) * 0.3; // Medium grain paper_noise += hash12(pixel_coords) * 0.1; // Fine grain paper_noise *= paper_texture_strength; vec3 textured_paper = max(paper_color - paper_noise, 0.0); // Prevent negative // 4. Create halftone grid vec2 cell_coords = pixel_coords / dot_spacing; vec2 grid_uv = fract(cell_coords); // 5. Calculate halftone dot // Use sqrt for area-proportional dots (perceptually correct) float lum = luminance(posterized_color); float darkness = 1.0 - lum; float dot_radius = sqrt(darkness) * 0.5; // Area proportional to darkness // Distance from cell center float dist = length(grid_uv - 0.5); // Anti-aliased dot edge using screen-space derivatives // This adapts to any resolution automatically float pixel_width = fwidth(dist) * dot_softness; float dot_mask = smoothstep(dot_radius - pixel_width, dot_radius + pixel_width, dist); // 6. Combine: ink color where dots are, paper elsewhere vec3 ink_color = posterized_color * ink_darkness; vec3 final_color = mix(ink_color, textured_paper, dot_mask); fragColor = vec4(final_color, 1.0); }