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 };
|