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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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100 lines
2.3 KiB
100 lines
2.3 KiB
/** |
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* Film grain & scanlines shader |
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* |
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* - ported from HLSL to WebGL / GLSL |
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* https://web.archive.org/web/20210226214859/http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html |
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* |
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* Screen Space Static Postprocessor |
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* |
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* Produces an analogue noise overlay similar to a film grain / TV static |
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* |
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* Original implementation and noise algorithm |
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* Pat 'Hawthorne' Shearon |
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* |
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* Optimized scanlines + noise version with intensity scaling |
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* Georg 'Leviathan' Steinrohder |
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* |
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* This version is provided under a Creative Commons Attribution 3.0 License |
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* http://creativecommons.org/licenses/by/3.0/ |
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*/ |
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const FilmShader = { |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'time': { value: 0.0 }, |
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'nIntensity': { value: 0.5 }, |
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'sIntensity': { value: 0.05 }, |
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'sCount': { value: 4096 }, |
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'grayscale': { value: 1 } |
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}, |
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vertexShader: /* glsl */` |
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varying vec2 vUv; |
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void main() { |
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vUv = uv; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: /* glsl */` |
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#include <common> |
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// control parameter |
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uniform float time; |
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uniform bool grayscale; |
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// noise effect intensity value (0 = no effect, 1 = full effect) |
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uniform float nIntensity; |
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// scanlines effect intensity value (0 = no effect, 1 = full effect) |
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uniform float sIntensity; |
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// scanlines effect count value (0 = no effect, 4096 = full effect) |
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uniform float sCount; |
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uniform sampler2D tDiffuse; |
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varying vec2 vUv; |
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void main() { |
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// sample the source |
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vec4 cTextureScreen = texture2D( tDiffuse, vUv ); |
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// make some noise |
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float dx = rand( vUv + time ); |
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// add noise |
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vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 ); |
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// get us a sine and cosine |
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vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) ); |
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// add scanlines |
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cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity; |
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// interpolate between source and result by intensity |
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cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb ); |
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// convert to grayscale if desired |
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if( grayscale ) { |
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cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 ); |
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} |
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gl_FragColor = vec4( cResult, cTextureScreen.a ); |
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}`, |
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}; |
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export { FilmShader };
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