1
0
Fork 0
mirror of https://github.com/DanielnetoDotCom/YouPHPTube synced 2025-10-03 17:59:55 +02:00
Oinktube/node_modules/three/examples/js/shaders/FilmShader.js
2023-12-11 11:59:56 -03:00

102 lines
2.3 KiB
JavaScript

/**
* 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' )
};