three-shaders
Version:
three-shaders - a library of shaders included with Three.js library
110 lines (74 loc) • 2.36 kB
JavaScript
/**
* @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/
*/
function FilmShader() {
return {
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 );
}
`,
fragmentShader: `
// 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 );
}
`
}
};
module.exports = FilmShader;