thebookofshaders/18/grain.frag
Patricio Gonzalez Vivo 327de614b3 moving things around
2016-05-02 06:39:39 -04:00

99 lines
2.5 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}
const float F3 = 0.3333333;
const float G3 = 0.1666667;
float snoise(vec3 p) {
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
vec4 w, d;
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
w = max(0.6 - w, 0.0);
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
w *= w;
w *= w;
d *= w;
return dot(d, vec4(52.0));
}
// Author: Matt DesLauriers
// https://github.com/mattdesl/glsl-film-grain/blob/master/index.glsl
//
float grain(vec2 texCoord, vec2 resolution, float frame, float multiplier) {
vec2 mult = texCoord * resolution;
float offset = snoise(vec3(mult / multiplier, frame));
float n1 = snoise(vec3(mult, offset));
return n1 / 2.0 + 0.5;
}
float grain(vec2 texCoord, vec2 resolution, float frame) {
return grain(texCoord, resolution, frame, 2.5);
}
float grain(vec2 texCoord, vec2 resolution) {
return grain(texCoord, resolution, 0.0);
}
// Author: Hugh Kennedy
// https://github.com/hughsk/glsl-luma/blob/master/index.glsl
float luma(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
float luma(vec4 color) {
return dot(color.rgb, vec3(0.299, 0.587, 0.114));
}
// Author: Matt DesLauriers
// https://github.com/mattdesl/glsl-blend-soft-light/blob/master/index.glsl
vec3 blendSoftLight(vec3 base, vec3 blend) {
return mix(
sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend),
2.0 * base * blend + base * base * (1.0 - 2.0 * blend),
step(base, vec3(0.5))
);
}
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = texture2D(u_tex0,st).rgb;
vec3 grain = vec3( grain(st,u_resolution/7.) );
color = blendSoftLight(color,grain);
float luminance = luma(color);
color = vec3(luminance);
gl_FragColor = vec4(color,1.0);
}