#version 320 es /* I love e-ink displays! The mathematical philosophy here is using deterministic logic (Bayer matrices, arithmetic hashing) to simulate physical chaos (paper grain, ink bleed). I picked up these concepts in a course and this is easily the best real-world application of them I've found. It works brilliantly-looks like real paper, killed my eye strain, and even reduced the insane reflections from my glossy surface display. by @snes19xx, https://github.com/snes19xx */ precision highp float; in vec2 v_texcoord; uniform sampler2D tex; out vec4 fragColor; // 4x4 Bayer Matrix // this grid helps break up smooth gradients into texture so it looks less "digital" float getBayer(vec2 pos) { int x = int(mod(pos.x, 4.0)); int y = int(mod(pos.y, 4.0)); const mat4 bayer = mat4( 0.0, 12.0, 3.0, 15.0, 8.0, 4.0, 11.0, 7.0, 2.0, 14.0, 1.0, 13.0, 10.0, 6.0, 9.0, 5.0 ); return bayer[x][y] / 16.0; } // High-performance "Hash12" - No trigonometry // old hash used sin() which is slow on gpu. this one just mashes bits together. // (https://www.shadertoy.com/view/4djSRW) float hash(vec2 p) { // fract() keeps only the decimal part for the wave-like dusty pattern // .1031 is a special prime number to avoid perfect alignments with pixel grid vec3 p3 = fract(vec3(p.xyx) * .1031); // dot product mixes the x, y, z values so they depend on each other p3 += dot(p3, p3.yzx + 33.33); // return the final entangled decimal. deterministically random (afaik). return fract((p3.x + p3.y) * p3.z); } // Multi-octave noise for realistic paper fiber texture float paperTexture(vec2 uv) { float n = 0.0; n += hash(uv * 0.3) * 0.6; // Very large fibers n += hash(uv * 0.8) * 0.4; // Large fibers n += hash(uv * 2.5) * 0.3; // Medium detail n += hash(uv * 6.0) * 0.2; // Fine grain n += hash(uv * 15.0) * 0.1; // Very fine grain return n / 1.6; // Normalize } // Directional paper grain (simulates paper fibers running in one direction) float directionalGrain(vec2 uv) { vec2 direction = vec2(0.7, 0.3); // Fiber direction float grain = 0.0; grain += hash(uv * 3.0 + direction * 2.0) * 0.5; grain += hash(uv * 8.0 + direction * 5.0) * 0.3; return grain / 0.8; } // Subtle vignette for paper edge darkening float vignette(vec2 uv) { vec2 center = uv - 0.5; float dist = length(center); // smoothstep creates a signmoid (S-curve) so the shadow falls off naturally return 1.0 - smoothstep(0.4, 1.2, dist) * 0.15; } void main() { vec4 pixColor = texture(tex, v_texcoord); // Luma Conversion // not using average (r+g+b)/3 because eyes see green brighter than blue. float gray = dot(pixColor.rgb, vec3(0.299, 0.587, 0.114)); // E-ink characteristic response curve // real e-ink isn't linear. this exponent simulates ink clumping. gray = pow(gray, 1.2); // Better contrast with slight S-curve // clips pure blacks/whites but keeps the middle smooth. gray = smoothstep(0.08, 0.92, gray); // Mid-tone boost float midBoost = smoothstep(0.3, 0.5, gray) * (1.0 - smoothstep(0.5, 0.7, gray)); gray += midBoost * 0.1; vec2 screenPos = gl_FragCoord.xy; // PAPER GRAIN float paperGrain = (paperTexture(screenPos * 0.3) - 0.5) * 0.035; float dirGrain = (directionalGrain(screenPos * 0.4) - 0.5) * 0.025; // directional grain float bayerValue = getBayer(screenPos); // Apply to bright areas (paper), but also slightly to mid-tones for more visible grain float textureMask = smoothstep(0.5, 0.95, gray); // Lower threshold for more coverage // Apply both grain types gray += paperGrain * textureMask; gray += dirGrain * textureMask * 0.7; // Directional grain is slightly weaker // Increased dithering for more texture float ditherStrength = 0.025; // Increased from 0.018 gray += (bayerValue - 0.5) * ditherStrength * textureMask; // Vignette for paper edges float vig = vignette(v_texcoord); gray *= vig; gray = clamp(gray, 0.0, 1.0); // E-ink colors with slight warmth variation vec3 paperColor = vec3(0.94, 0.92, 0.86); vec3 inkColor = vec3(0.10, 0.10, 0.12); // More noticeable color variation for paper texture float colorVariation = hash(screenPos * 0.08) * 0.02; // Increased from 0.01 paperColor += vec3(colorVariation, colorVariation * 0.5, -colorVariation * 0.2); // linear interpolation. paints the gray value onto our specific color palette. vec3 finalColor = mix(inkColor, paperColor, gray); fragColor = vec4(finalColor, pixColor.a); }