You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
111 lines
2.4 KiB
111 lines
2.4 KiB
2 years ago
|
( function () {
|
||
|
|
||
|
/**
|
||
|
* Film grain & scanlines shader
|
||
|
*
|
||
|
* - ported from HLSL to WebGL / GLSL
|
||
|
* https://web.archive.org/web/20210226214859/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 );
|
||
|
|
||
|
}`
|
||
|
};
|
||
|
|
||
|
THREE.FilmShader = FilmShader;
|
||
|
|
||
|
} )();
|