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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * 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/
- */
- THREE.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" )
- };
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