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			103 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
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 * Film grain & scanlines shader
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 *
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 * - ported from HLSL to WebGL / GLSL
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 * https://web.archive.org/web/20210226214859/http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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 *
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 * Screen Space Static Postprocessor
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 *
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 * Produces an analogue noise overlay similar to a film grain / TV static
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 *
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 * Original implementation and noise algorithm
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 * Pat 'Hawthorne' Shearon
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 *
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 * Optimized scanlines + noise version with intensity scaling
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 * Georg 'Leviathan' Steinrohder
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 *
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 * This version is provided under a Creative Commons Attribution 3.0 License
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 * http://creativecommons.org/licenses/by/3.0/
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 */
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const FilmShader = {
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	name: 'FilmShader',
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	uniforms: {
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		'tDiffuse': { value: null },
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		'time': { value: 0.0 },
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		'nIntensity': { value: 0.5 },
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		'sIntensity': { value: 0.05 },
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		'sCount': { value: 4096 },
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		'grayscale': { value: 1 }
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	},
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	vertexShader: /* glsl */`
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		varying vec2 vUv;
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		void main() {
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			vUv = uv;
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			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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		}`,
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	fragmentShader: /* glsl */`
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		#include <common>
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		// control parameter
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		uniform float time;
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		uniform bool grayscale;
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		// noise effect intensity value (0 = no effect, 1 = full effect)
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		uniform float nIntensity;
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		// scanlines effect intensity value (0 = no effect, 1 = full effect)
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		uniform float sIntensity;
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		// scanlines effect count value (0 = no effect, 4096 = full effect)
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		uniform float sCount;
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		uniform sampler2D tDiffuse;
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		varying vec2 vUv;
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		void main() {
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		// sample the source
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			vec4 cTextureScreen = texture2D( tDiffuse, vUv );
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		// make some noise
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			float dx = rand( vUv + time );
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		// add noise
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			vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );
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		// get us a sine and cosine
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			vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );
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		// add scanlines
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			cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;
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		// interpolate between source and result by intensity
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			cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
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		// convert to grayscale if desired
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			if( grayscale ) {
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				cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
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			}
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			gl_FragColor =  vec4( cResult, cTextureScreen.a );
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		}`,
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};
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export { FilmShader };
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