!!cvardf r_glsl_ascii_mono=0 !!samps screen=0 //derived from https://www.shadertoy.com/view/lssGDj #include "sys/defs.h" varying vec2 texcoord; #ifdef VERTEX_SHADER void main() { texcoord = v_texcoord.xy; texcoord.y = 1.0 - texcoord.y; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform vec2 e_sourcesize; float character(float n, vec2 p) { 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(void) { vec2 uv = floor(texcoord.xy * e_sourcesize); //in pixels. vec3 col = texture2D(s_screen, (floor(uv/8.0)*8.0+4.0)/e_sourcesize.xy).rgb; float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; if (r_glsl_ascii_mono != 0.0) gray = gray = pow(gray, 0.7); //quake is just too dark otherwise. else gray = gray = pow(gray, 0.45); //col*char is FAR too dark otherwise, and much of the colour will come from the col term anyway. float n = 0.0; // space if (gray > 0.1) n = 4096.0; // . 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/4.0, 2.0) - vec2(1.0); if (r_glsl_ascii_mono != 0.0) col = vec3(character(n, p)); else col = col*character(n, p); //note that this is kinda cheating. gl_FragColor = vec4(col, 1.0); } #endif