
ittybitty
Halftone
An image as print: one ink of dots, or four rotated CMYK screens.
This browser cannot run WebGL2, so this is a still image. The code below works wherever WebGL2 is available.
Code
The usage always matches the preview, layers and performance settings included. No build step or package.
Copy embed gives one block to paste into any page or site builder, no setup. For your own code: add halftone.js, ittybitty-shader.js, runtime.js, texture.js next to this page. Highlighted values follow the controls.
<!-- Quickest: one element. Size it with CSS; it fills its box. -->
<script type="module" src="./ittybitty-shader.js"></script>
<ittybitty-shader effect="halftone" style="width: 100%; aspect-ratio: 16 / 10;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="halftone" aria-hidden="true" style="width: 100%; aspect-ratio: 16 / 10; display: block"></canvas>
<script type="module">
import { halftone } from './halftone.js';
const canvas = document.getElementById('halftone');
const effect = halftone(canvas, {
showBackground: true,
image: '/examples/still-life.webp',
mode: 'mono',
shape: 'dots',
size: 7,
angle: 45,
contrast: 1.2,
softness: 0.5,
ink: '#1f2a44',
paper: '#f3eee4',
// Performance
dpr: 2,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
Each dot is sized so its area matches the ink needed at that spot, sampled at the centre of a rotated cell. CMYK mode overprints cyan, magenta, yellow and black at the classic screen angles. Static: it draws once per change.
- Payload
- 5.4 KB brotli for halftone.js and ittybitty-shader.js and runtime.js and texture.js, measured at build time. See the method.
- Resolution
- Device pixel ratio capped at 2, so dot edges stay clean.
- Frame rate
- None. One frame per change.
- When unseen
- Stops rendering when the canvas leaves the viewport or the tab is hidden, and resumes where it left off.
- Reduced motion
- Nothing to change: it never moves.
- Layers
- Up to five effects fuse into one shader and one draw call. Filters such as dithering and halftone process the layers beneath them.
- Browsers
- Any browser with WebGL2: Chrome and Edge 56+, Firefox 51+, Safari 15+.
- Licence
- MIT. Copy it, change it, ship it.