filmShader top-level property
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/
Implementation
Map<String, dynamic> filmShader = {
"uniforms": {
'tDiffuse': {},
'time': {"value": 0.0},
'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')
};