/*{
"DESCRIPTION": "ASCII Art",
"CREDIT": "by VIDVOX (Ported from https://www.shadertoy.com/view/lssGDj)",
"ISFVSN": "2",
"CATEGORIES": [
"Stylize", "Retro"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "size",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 0.1
},
{
"NAME": "gamma",
"TYPE": "float",
"DEFAULT": 1.0,
"MIN": 0.5,
"MAX": 2.0
},
{
"NAME": "tint",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 1.0
},
{
"NAME": "tintColor",
"TYPE": "color",
"DEFAULT": [
0.0,
1.0,
0.0,
1.0
]
},
{
"NAME": "alphaMode",
"TYPE": "bool",
"DEFAULT": 0.0
}
]
}*/
float character(float n, vec2 p) // some compilers have the word "char" reserved
{
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() {
float _size = size*36.0+8.0;
vec2 uv = gl_FragCoord.xy;
vec4 inputColor = IMG_NORM_PIXEL(inputImage, (floor(uv/_size)*_size/RENDERSIZE.xy));
vec3 col = inputColor.rgb;
float gray = (col.r + col.g + col.b)/3.0;
gray = pow(gray, gamma);
col = mix(tintColor.rgb, col.rgb, 1.0-tint);
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/(_size/2.0), 2.0) - vec2(1.0);
col = col*character(n, p);
float alpha = mix(tintColor.a * inputColor.a, inputColor.a, 1.0-tint);
if (alphaMode) {
alpha = (col.r + col.g + col.b)/3.0;
alpha = (alpha > 0.01) ? tintColor.a : alpha;
}
gl_FragColor = vec4(col,alpha);
}