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- /**
- * 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/
- */
- var FilmShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'time': { value: 0.0 },
- 'nIntensity': { value: 0.5 },
- 'sIntensity': { value: 0.05 },
- 'sCount': { value: 4096 },
- 'grayscale': { value: 1 }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- '#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 );',
- '}'
- ].join( '\n' )
- };
- export { FilmShader };
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