/** * @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": { type: "t", value: null }, "time": { type: "f", value: 0.0 }, "nIntensity": { type: "f", value: 0.5 }, "sIntensity": { type: "f", value: 0.05 }, "sCount": { type: "f", value: 4096 }, "grayscale": { type: "i", value: 1 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), 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 x = vUv.x * vUv.y * time * 1000.0;", "x = mod( x, 13.0 ) * mod( x, 123.0 );", "float dx = mod( x, 0.01 );", // add noise "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 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") };