mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-05 02:39:46 +02:00
This commit is contained in:
parent
f0f62670c5
commit
7e26256cac
4563 changed files with 1246712 additions and 17558 deletions
102
node_modules/three/examples/js/shaders/FilmShader.js
generated
vendored
Normal file
102
node_modules/three/examples/js/shaders/FilmShader.js
generated
vendored
Normal file
|
@ -0,0 +1,102 @@
|
|||
/**
|
||||
* 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' )
|
||||
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue