| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100 | /** * Film grain & scanlines shader * * - ported from HLSL to WebGL / GLSL * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html * * Screen Space Static Postprocessor * * Produces an analogue noise overlay similar to a film grain / TV static * * Original implementation and noise algorithm * Pat 'Hawthorne' Shearon * * Optimized scanlines + noise version with intensity scaling * Georg 'Leviathan' Steinrohder * * This version is provided under a Creative Commons Attribution 3.0 License * http://creativecommons.org/licenses/by/3.0/ */const FilmShader = {	uniforms: {		'tDiffuse': { value: null },		'time': { value: 0.0 },		'nIntensity': { value: 0.5 },		'sIntensity': { value: 0.05 },		'sCount': { value: 4096 },		'grayscale': { value: 1 }	},	vertexShader: /* glsl */`		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,	fragmentShader: /* glsl */`		#include <common>		// control parameter		uniform float time;		uniform bool grayscale;		// noise effect intensity value (0 = no effect, 1 = full effect)		uniform float nIntensity;		// scanlines effect intensity value (0 = no effect, 1 = full effect)		uniform float sIntensity;		// scanlines effect count value (0 = no effect, 4096 = full effect)		uniform float sCount;		uniform sampler2D tDiffuse;		varying vec2 vUv;		void main() {		// sample the source			vec4 cTextureScreen = texture2D( tDiffuse, vUv );		// make some noise			float dx = rand( vUv + time );		// add noise			vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );		// get us a sine and cosine			vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );		// add scanlines			cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;		// interpolate between source and result by intensity			cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );		// convert to grayscale if desired			if( grayscale ) {				cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );			}			gl_FragColor =  vec4( cResult, cTextureScreen.a );		}`,};export { FilmShader };
 |