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60 lines
923 B
60 lines
923 B
6 months ago
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const FilmShader = {
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name: '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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'intensity': { value: 0.5 },
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'grayscale': { value: false }
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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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uniform float intensity;
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uniform bool grayscale;
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uniform float time;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 base = texture2D( tDiffuse, vUv );
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float noise = rand( fract( vUv + time ) );
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vec3 color = base.rgb + base.rgb * clamp( 0.1 + noise, 0.0, 1.0 );
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color = mix( base.rgb, color, intensity );
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if ( grayscale ) {
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color = vec3( luminance( color ) ); // assuming linear-srgb
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}
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gl_FragColor = vec4( color, base.a );
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}`,
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};
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export { FilmShader };
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