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			| 6cd9596 | 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 | /**
 * @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/
 */
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" )
};
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