A detailed walkthrough of creating a real-time dithering shader using GLSL and WebGL. The implementation uses a 4x4 Bayer matrix for ordered dithering, supports optional pixelation and grayscale modes, and integrates with the postprocessing library as a composable effect. The shader transforms smooth gradients into stylized
Table of contents
What It DoesFragment ShaderCreating a Custom Postprocessing EffectOptional: Integrating with React Three FiberExtending the ShaderWhy Not Use a Texture?Final Thoughts2 Comments
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