Flow

Effects / WebGL shader

Dithering

A gradient or image rendered with a two-tone dot pattern, like an old Mac screen.

Prompt to build it

Build a dithered moving light sphere in two colors. Write a WebGL fragment shader that shades a sphere, then applies 8×8 ordered (Bayer) dithering in pixel blocks to two colors. Make it responsive, cap devicePixelRatio at 2, pause when off-screen, and show a still frame when prefers-reduced-motion is set. No external libraries.

Tested code

One self-contained HTML file with no libraries: the same code that runs above. Your AI gets it from Flow's get_effect tool.

Show the code
<!doctype html> <html lang="en"> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>Dithering | Flow effect</title> <!-- Flow effect: Dithering (https://flow.donta.io/effects/dithering) Self-contained: no libraries. Copy the .fx-stage element, the CSS and the script into your project and size .fx-stage however you like. --> <style> :root { --display: "Bricolage Grotesque", ui-sans-serif, system-ui, sans-serif; --body: ui-sans-serif, system-ui, sans-serif; } html, body { margin: 0; min-height: 100%; background: #0e0e10; display: grid; place-items: center; } .fx-stage { width: min(100vw, 960px); } /* Stage that every effect fills. Container units (cqw/cqmin) size the art. */ .fx-stage { position: relative; aspect-ratio: 4 / 3; overflow: hidden; border-radius: 16px; container-type: size; background: #111; isolation: isolate; } .fx-fill { position: absolute; inset: 0; } .fx-fallback { position: absolute; inset: 0; } .fx-center { display: grid; place-items: center; } @media (prefers-reduced-motion: reduce) { .fx-stage *, .fx-stage *::before, .fx-stage *::after { animation-play-state: paused !important; } } </style> </head> <body> <div class="fx-stage"><canvas class="fx-fill" aria-hidden="true" style="width:100%;height:100%;display:block"></canvas></div> <script> function flowLoop(el, frame, opts) { opts = opts || {}; if (matchMedia("(prefers-reduced-motion: reduce)").matches) { for (let i = 0; i < (opts.stillFrames || 1); i++) frame(2 + i / 60); return function () {}; } let raf = 0, onScreen = true, last = 0; const start = performance.now(), gap = opts.fps ? 1000 / opts.fps : 0; const io = new IntersectionObserver(function (e) { onScreen = e[0].isIntersecting; }); io.observe(el); function tick(now) { raf = requestAnimationFrame(tick); if (!onScreen || document.hidden || (gap && now - last < gap)) return; last = now; frame((now - start) / 1000); } raf = requestAnimationFrame(tick); return function () { cancelAnimationFrame(raf); io.disconnect(); }; } function flowShader(canvas, frag, o) { o = o || {}; const gl = canvas.getContext("webgl2", { antialias: false }); function fail(msg) { console.warn("[flow]", msg); canvas.style.background = o.fallback || "#111"; } if (!gl) return fail("WebGL2 not available"); function compile(type, src) { const s = gl.createShader(type); gl.shaderSource(s, src); gl.compileShader(s); if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { fail(gl.getShaderInfoLog(s)); return null; } return s; } const vs = compile(gl.VERTEX_SHADER, "#version 300 es\nin vec2 p;void main(){gl_Position=vec4(p,0.0,1.0);}"); const fs = compile(gl.FRAGMENT_SHADER, frag); if (!vs || !fs) return; const prog = gl.createProgram(); gl.attachShader(prog, vs); gl.attachShader(prog, fs); gl.linkProgram(prog); gl.useProgram(prog); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW); const loc = gl.getAttribLocation(prog, "p"); gl.enableVertexAttribArray(loc); gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0); const U = function (n) { return gl.getUniformLocation(prog, n); }; const uRes = U("u_res"), uTime = U("u_time"), uMouse = U("u_mouse"), uDpr = U("u_dpr"); const dpr = Math.min(devicePixelRatio || 1, 2) * (o.scale || 1); let mouse = [0.5, 0.5]; canvas.addEventListener("pointermove", function (e) { const r = canvas.getBoundingClientRect(); mouse = [(e.clientX - r.left) / r.width, 1 - (e.clientY - r.top) / r.height]; }); function size() { canvas.width = Math.max(1, Math.round(canvas.clientWidth * dpr)); canvas.height = Math.max(1, Math.round(canvas.clientHeight * dpr)); gl.viewport(0, 0, canvas.width, canvas.height); } size(); new ResizeObserver(size).observe(canvas); return flowLoop(canvas, function (t) { gl.uniform2f(uRes, canvas.width, canvas.height); gl.uniform1f(uTime, t); gl.uniform2f(uMouse, mouse[0], mouse[1]); gl.uniform1f(uDpr, dpr); gl.drawArrays(gl.TRIANGLES, 0, 3); }); } const FRAG = `#version 300 es precision highp float; uniform vec2 u_res; uniform float u_time; uniform vec2 u_mouse; uniform float u_dpr; out vec4 o; float bayer2(vec2 a) { a = floor(a); return fract(dot(a, vec2(0.5, a.y * 0.75))); } float bayer4(vec2 a) { return bayer2(0.5 * a) * 0.25 + bayer2(a); } float bayer8(vec2 a) { return bayer4(0.5 * a) * 0.25 + bayer2(a); } void main() { float px = 3.0 * u_dpr; vec2 cell = floor(gl_FragCoord.xy / px); vec2 uv = (cell * px - 0.5 * u_res) / min(u_res.x, u_res.y); float r = 0.36; float d = length(uv); float b; if (d < r) { vec3 n = normalize(vec3(uv, sqrt(r * r - d * d))); vec3 l = normalize(vec3(cos(u_time * 0.8), sin(u_time * 0.6) * 0.7, 0.75)); b = clamp(dot(n, l), 0.0, 1.0) * 0.95 + 0.04; } else { b = 0.03 + 0.12 * (uv.y + 0.5); } vec3 bg = vec3(0.07, 0.08, 0.1); vec3 fg = vec3(0.92, 0.9, 0.83); o = vec4(b > bayer8(cell) ? fg : bg, 1.0); }`; flowShader(document.querySelector(".fx-stage canvas"), FRAG, { fallback: "#111" }); </script> </body> </html>

How it works

Compare each pixel's brightness against a repeating 4×4 or 8×8 Bayer threshold matrix and output only two colors; animate the underlying light so the pattern shimmers.

Guardrails

  • Use chunky pixels (3px or more) so the pattern doesn't alias on phones.
  • Respect prefers-reduced-motion: show a still frame instead of the animation.
  • Pause when off-screen or when the tab is hidden (IntersectionObserver + visibilitychange).
  • Keep text off busy animated areas, or give it a solid backing that passes WCAG contrast.
  • One showpiece effect per page. If everything moves, nothing stands out.