// Based on the supplied Halftone Studio export. The grid stays // in CSS pixels so resizing the window never magnifies the dashes. const EFFECT_SCALE = 1.04; const TILE_SIZE = 10.91 * (4 / 6) * EFFECT_SCALE; const POWER = -0.07; const POWER_AMPLITUDE = 0.28; const ANIMATION_PERIOD_MS = 8_000; const FRAME_INTERVAL_MS = 1_000 / 24; const VERTEX_SHADER = `#version 300 es in vec2 position; out vec2 imagePosition; void main() { imagePosition = position * 0.5 + 0.5; gl_Position = vec4(position, 0.0, 1.0); } `; const FRAGMENT_SHADER = `#version 300 es precision highp float; uniform sampler2D sourceImage; uniform vec2 viewportSize; uniform float imageAspect; uniform float effectScale; uniform float tileSize; uniform float power; uniform float time; uniform float inkOpacity; uniform float accentOpacity; uniform vec3 accentRegion; uniform float edgeFade; in vec2 imagePosition; out vec4 fragmentColor; vec2 coverImage(vec2 position) { float viewportAspect = viewportSize.x / viewportSize.y; if (imageAspect > viewportAspect) { position.x = (position.x - 0.5) * viewportAspect / imageAspect + 0.5; } else { position.y = (position.y - 0.5) * imageAspect / viewportAspect + 0.5; } return (position - 0.5) / effectScale + 0.5; } vec3 linearColor(vec3 color) { return mix(pow((color + 0.055) / 1.055, vec3(2.4)), color / 12.92, lessThanEqual(color, vec3(0.04045))); } void main() { vec2 gridPosition = imagePosition * viewportSize / tileSize; vec2 samplePosition = (floor(gridPosition) + 0.5) * tileSize / viewportSize; vec2 sampleUv = coverImage(samplePosition); vec4 sampleColor = texture(sourceImage, clamp(sampleUv, 0.0, 1.0)); float tone = dot(linearColor(sampleColor.rgb), vec3(1.0 / 3.0)); float wave = sin(samplePosition.x * 5.0 + samplePosition.y * 3.0 - time * 0.65); float radius = clamp(tone + (power + wave * 0.16) * length(vec2(0.5)) / 3.0, 0.0, 1.0) * 0.93; vec2 cellPosition = fract(gridPosition) - 0.5; float distanceToSegment = length(vec2( max(abs(cellPosition.x) - radius, 0.0), cellPosition.y)); float signedDistance = distanceToSegment - 0.46 * radius; float edge = max(0.02, fwidth(signedDistance)); float alpha = (1.0 - smoothstep(0.0, edge, signedDistance)) * step(0.0001, radius) * sampleColor.a; float ink = (60.0 + 12.0 * wave) / 255.0; float blueWeight = 1.0 - smoothstep(0.15, 1.0, length((imagePosition - vec2(0.5, accentRegion.x)) / accentRegion.yz)); blueWeight *= step(0.0001, accentOpacity); float edgeVisibility = mix(1.0, (1.0 - smoothstep(0.2, 0.5, abs(imagePosition.x - 0.5))) * smoothstep(0.0, 0.55, imagePosition.y), edgeFade); vec3 brandBlue = vec3(25.0, 97.0, 237.0) / 255.0; float opacity = mix(inkOpacity, accentOpacity, blueWeight); vec3 inkColor = mix(vec3(ink) * inkOpacity, brandBlue * accentOpacity, blueWeight); // One sparse mote per cell avoids a particle loop at every screen pixel. vec2 pixelPosition = imagePosition * viewportSize; vec2 particleCell = floor(pixelPosition / 180.0); float seed = fract(sin(dot(particleCell, vec2(127.1, 311.7))) * 43758.5453); float phase = fract(time / 18.0 + seed); vec2 particlePosition = vec2( 45.0 + seed * 90.0 + sin(time * 0.35 + seed * 6.28) * 12.0, 25.0 + phase * 130.0); float particleDistance = length(mod(pixelPosition, 180.0) - particlePosition); float particle = (1.0 - smoothstep(0.7, 2.0, particleDistance)) * pow(sin(phase * 3.14159), 2.0) * 0.45 * inkOpacity; vec3 particleColor = mix(vec3(0.52), vec3(0.38, 0.62, 0.95), blueWeight); fragmentColor = vec4(particleColor * particle + inkColor * alpha * (1.0 - particle), particle + alpha * opacity * (1.0 - particle)) * edgeVisibility; } `; const compileShader = ( context: WebGL2RenderingContext, shaderType: number, source: string, ) => { const shader = context.createShader(shaderType); if (!shader) throw new Error('Could not create the halftone shader.'); context.shaderSource(shader, source); context.compileShader(shader); if (!context.getShaderParameter(shader, context.COMPILE_STATUS)) { const message = context.getShaderInfoLog(shader); context.deleteShader(shader); throw new Error(message ?? 'Could not compile the halftone shader.'); } return shader; }; export const createHalftone = ( canvas: HTMLCanvasElement, image: HTMLImageElement, ) => { const context = canvas.getContext('webgl2', { alpha: true, antialias: false, depth: false, powerPreference: 'low-power', }); if (!context) return; const program = context.createProgram(); const buffer = context.createBuffer(); const texture = context.createTexture(); const shaders: WebGLShader[] = []; const disposeResources = () => { shaders.forEach((shader) => context.deleteShader(shader)); context.deleteTexture(texture); context.deleteBuffer(buffer); context.deleteProgram(program); }; try { if (!program || !buffer || !texture) throw new Error('Could not allocate the halftone renderer.'); shaders.push(compileShader(context, context.VERTEX_SHADER, VERTEX_SHADER)); shaders.push( compileShader(context, context.FRAGMENT_SHADER, FRAGMENT_SHADER), ); shaders.forEach((shader) => context.attachShader(program, shader)); context.linkProgram(program); if (!context.getProgramParameter(program, context.LINK_STATUS)) throw new Error( context.getProgramInfoLog(program) ?? 'Could not link the halftone shader.', ); context.useProgram(program); context.bindBuffer(context.ARRAY_BUFFER, buffer); context.bufferData( context.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), context.STATIC_DRAW, ); const position = context.getAttribLocation(program, 'position'); context.enableVertexAttribArray(position); context.vertexAttribPointer(position, 2, context.FLOAT, false, 0, 0); context.bindTexture(context.TEXTURE_2D, texture); context.pixelStorei(context.UNPACK_FLIP_Y_WEBGL, true); context.texParameteri( context.TEXTURE_2D, context.TEXTURE_MIN_FILTER, context.LINEAR, ); context.texParameteri( context.TEXTURE_2D, context.TEXTURE_MAG_FILTER, context.LINEAR, ); context.texParameteri( context.TEXTURE_2D, context.TEXTURE_WRAP_S, context.CLAMP_TO_EDGE, ); context.texParameteri( context.TEXTURE_2D, context.TEXTURE_WRAP_T, context.CLAMP_TO_EDGE, ); context.texImage2D( context.TEXTURE_2D, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, image, ); context.uniform1i(context.getUniformLocation(program, 'sourceImage'), 0); context.uniform1f( context.getUniformLocation(program, 'imageAspect'), image.naturalWidth / image.naturalHeight, ); context.uniform1f( context.getUniformLocation(program, 'tileSize'), TILE_SIZE, ); context.uniform1f( context.getUniformLocation(program, 'effectScale'), EFFECT_SCALE, ); } catch (error) { disposeResources(); throw error; } const viewportUniform = context.getUniformLocation(program, 'viewportSize'); const powerUniform = context.getUniformLocation(program, 'power'); const timeUniform = context.getUniformLocation(program, 'time'); const inkOpacityUniform = context.getUniformLocation(program, 'inkOpacity'); const accentOpacityUniform = context.getUniformLocation( program, 'accentOpacity', ); const accentRegionUniform = context.getUniformLocation( program, 'accentRegion', ); const edgeFadeUniform = context.getUniformLocation(program, 'edgeFade'); const reducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)'); let animationFrame = 0; let previousFrame = 0; let elapsed = 0; const draw = () => { const style = getComputedStyle(canvas); context.uniform1f( inkOpacityUniform, Number(style.getPropertyValue('--halftone-opacity')), ); context.uniform1f( accentOpacityUniform, Number(style.getPropertyValue('--halftone-accent-opacity')), ); context.uniform3f( accentRegionUniform, Number(style.getPropertyValue('--halftone-accent-center-y')), Number(style.getPropertyValue('--halftone-accent-radius-x')), Number(style.getPropertyValue('--halftone-accent-radius-y')), ); context.uniform1f( edgeFadeUniform, Number(style.getPropertyValue('--halftone-edge-fade')), ); const power = POWER + (reducedMotion.matches ? 0 : POWER_AMPLITUDE * Math.sin((elapsed * 2 * Math.PI) / ANIMATION_PERIOD_MS)); context.uniform1f(powerUniform, power); context.uniform1f(timeUniform, reducedMotion.matches ? 0 : elapsed / 1_000); context.drawArrays(context.TRIANGLES, 0, 3); }; const animate = (timestamp: number) => { if (timestamp - previousFrame >= FRAME_INTERVAL_MS) { elapsed += Math.min(timestamp - previousFrame, 100); previousFrame = timestamp; draw(); } animationFrame = window.requestAnimationFrame(animate); }; const updateAnimation = () => { window.cancelAnimationFrame(animationFrame); if (document.hidden) return; draw(); previousFrame = performance.now(); if (!reducedMotion.matches) animationFrame = window.requestAnimationFrame(animate); }; const resize = () => { const { width, height } = canvas.getBoundingClientRect(); const pixelRatio = Math.min(window.devicePixelRatio, 2); canvas.width = Math.max(1, Math.round(width * pixelRatio)); canvas.height = Math.max(1, Math.round(height * pixelRatio)); context.viewport(0, 0, canvas.width, canvas.height); context.uniform2f(viewportUniform, Math.max(width, 1), Math.max(height, 1)); updateAnimation(); }; const observer = new ResizeObserver(resize); observer.observe(canvas); document.addEventListener('visibilitychange', updateAnimation); reducedMotion.addEventListener('change', updateAnimation); const themeObserver = new MutationObserver(updateAnimation); themeObserver.observe(document.documentElement, { attributes: true, attributeFilter: ['class'], }); resize(); return () => { window.cancelAnimationFrame(animationFrame); observer.disconnect(); themeObserver.disconnect(); document.removeEventListener('visibilitychange', updateAnimation); reducedMotion.removeEventListener('change', updateAnimation); disposeResources(); }; };