Morphing ASCII Shader — real-time halftone pass for three.js

An ASCII and halftone post-processing effect for three.js built on pmndrs/postprocessing. The scene is sampled on a cell grid, each cell's luminance picks a glyph from a runtime-generated glyph atlas, a Sobel pass swaps in directional edge glyphs along contours, per-cell temporal memory keeps characters from flickering between frames, and an SDF field morphs the glyph grid into arbitrary shapes.

Made by Niccolò Fanton. See all WebGL demos or read the morphing-ascii-shader source on GitHub.