text: /**
   * Generated from 'examples/jsm/shaders/FilmShader.js'
   */
  
  (function (global, factory) {
  	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  	typeof define === 'function' && define.amd ? define(['exports'], factory) :
  	(global = global || self, factory(global.THREE = global.THREE || {}));
  }(this, (function (exports) { 'use strict';
  
  	/**
  	 * @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" )
  
  	};
  
  	exports.FilmShader = FilmShader;
  
  })));
  