Add ascii post processing (#5213)

This commit is contained in:
Maicon Santana
2025-09-29 16:44:48 +01:00
committed by GitHub
parent 3da2fc1bf8
commit 317c1eaeeb
5 changed files with 317 additions and 0 deletions

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#version 100
precision mediump float;
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float fontSize;
float greyScale(in vec3 col) {
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float character(float n, vec2 p)
{
p = floor(p * vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4).
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; // The bit is on, so draw this part of the character.
}
}
return 0.0; // The bit is off, or we are outside the grid.
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
vec2 uvCellSize = charPixelSize / resolution;
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
float gray = greyScale(cellColor);
float n = 4096;
// limited character set
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV * 2.0 - 1.0;
float charShape = character(n, p);
vec3 final_col = cellColor * charShape;
gl_FragColor = vec4(final_col, 1.0);
}

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#version 120
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float fontSize;
float greyScale(in vec3 col) {
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float character(float n, vec2 p)
{
p = floor(p * vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4).
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; // The bit is on, so draw this part of the character.
}
}
return 0.0; // The bit is off, or we are outside the grid.
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
vec2 uvCellSize = charPixelSize / resolution;
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
float gray = greyScale(cellColor);
float n = 4096;
// limited character set
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV * 2.0 - 1.0;
float charShape = character(n, p);
vec3 final_col = cellColor * charShape;
gl_FragColor = vec4(final_col, 1.0);
}

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#version 330
// Input from the vertex shader
in vec2 fragTexCoord;
// Output color for the screen
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float fontSize;
float greyScale(in vec3 col) {
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float character(float n, vec2 p)
{
p = floor(p * vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4).
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; // The bit is on, so draw this part of the character.
}
}
return 0.0; // The bit is off, or we are outside the grid.
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
vec2 uvCellSize = charPixelSize / resolution;
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
vec3 cellColor = texture(texture0, cellUV).rgb;
float gray = greyScale(cellColor);
float n = 4096;
// limited character set
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV * 2.0 - 1.0;
float charShape = character(n, p);
vec3 final_col = cellColor * charShape;
finalColor = vec4(final_col, 1.0);
}