Dithering
Applies dithering to an image, a technique commonly used to simulate additional colors and reduce banding in lower bit-depth images.
Parameters
texture
Texture: The input texture to be filtered. Default: undefined
threshold
Float: Threshold to determine if pixel will be set to white or black. Default: 0.0
Example
let layer,
bird,
dithering;
function preload() {
dithering = createShader(fip.defaultVert, fip.dithering); // Load the shader
bird = loadImage("bird.jpg");
}
function setup() {
createCanvas(600, 600, WEBGL); // Use WEBGL mode to use the shader
layer = createFramebuffer(); // Create a framebuffer to draw the image onto
}
function draw() {
background(0);
// Draw an image to a framebuffer
layer.begin();
clear();
scale(1, -1); // Flip the Y-axis to match the canvas (different coordinate system in framebuffer)
image(bird, -width / 2, -height / 2, width, height);
layer.end();
// Apply the shader
shader(dithering);
// Set the shader uniforms
dithering.setUniform("texture", layer.color); // Set the texture to apply the shader to
dithering.setUniform('threshold', 1.0);
rect(0, 0, width, height); // Draw a rectangle to apply the shader to
resetShader();
}