File: FilmShader.js

package info (click to toggle)
three.js 111%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 15,184 kB
  • sloc: javascript: 133,174; makefile: 24; sh: 1
file content (108 lines) | stat: -rw-r--r-- 2,430 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
/**
 * @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/
 */



var 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" )

};

export { FilmShader };