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three-stdlib

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stand-alone library of threejs examples

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const FilmShader = { uniforms: { tDiffuse: { value: null }, time: { value: 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 }; //# sourceMappingURL=FilmShader.js.map