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https://github.com/DanielnetoDotCom/YouPHPTube
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102 lines
2.3 KiB
JavaScript
102 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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* 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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THREE.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: [
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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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].join( '\n' ),
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fragmentShader: [
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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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].join( '\n' )
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};
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