60 lines
		
	
	
		
			923 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			923 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| const FilmShader = {
 | |
| 
 | |
| 	name: 'FilmShader',
 | |
| 
 | |
| 	uniforms: {
 | |
| 
 | |
| 		'tDiffuse': { value: null },
 | |
| 		'time': { value: 0.0 },
 | |
| 		'intensity': { value: 0.5 },
 | |
| 		'grayscale': { value: false }
 | |
| 
 | |
| 	},
 | |
| 
 | |
| 	vertexShader: /* glsl */`
 | |
| 
 | |
| 		varying vec2 vUv;
 | |
| 
 | |
| 		void main() {
 | |
| 
 | |
| 			vUv = uv;
 | |
| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 | |
| 
 | |
| 		}`,
 | |
| 
 | |
| 	fragmentShader: /* glsl */`
 | |
| 
 | |
| 		#include <common>
 | |
| 
 | |
| 		uniform float intensity;
 | |
| 		uniform bool grayscale;
 | |
| 		uniform float time;
 | |
| 
 | |
| 		uniform sampler2D tDiffuse;
 | |
| 
 | |
| 		varying vec2 vUv;
 | |
| 
 | |
| 		void main() {
 | |
| 
 | |
| 			vec4 base = texture2D( tDiffuse, vUv );
 | |
| 
 | |
| 			float noise = rand( fract( vUv + time ) );
 | |
| 
 | |
| 			vec3 color = base.rgb + base.rgb * clamp( 0.1 + noise, 0.0, 1.0 );
 | |
| 
 | |
| 			color = mix( base.rgb, color, intensity );
 | |
| 
 | |
| 			if ( grayscale ) {
 | |
| 
 | |
| 				color = vec3( luminance( color ) ); // assuming linear-srgb
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			gl_FragColor = vec4( color, base.a );
 | |
| 
 | |
| 		}`,
 | |
| 
 | |
| };
 | |
| 
 | |
| export { FilmShader };
 |