Halftone
Applies a halftone effect by converting texture coordinates to screen space, defining cells based on the specified size, and calculating dots within each cell.
Parameters
texture
Texture: The input texture to be filtered. Default: undefined
resolution
Vec2: The resolution of the input texture. Default: undefined
cellSize
Float: The size of each halftone cell. Default: 0.0
threshold
Float: The threshold value for dot creation. A higher value results in fewer dots. Default: 0.0
Example
let layer,
bird,
halftone;
function preload() {
halftone = createShader(fip.defaultVert, fip.halftone); // 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(halftone);
// Set the shader uniforms
halftone.setUniform("texture", layer.color); // Set the texture to apply the shader to
halftone.setUniform('resolution', [width, height]);
halftone.setUniform('cellSize', 4.0);
halftone.setUniform('threshold', 0.2);
rect(0, 0, width, height); // Draw a rectangle to apply the shader to
resetShader();
}