"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const FilmShader = { uniforms: { tDiffuse: { value: null }, time: { value: 0 }, nIntensity: { value: 0.5 }, sIntensity: { value: 0.05 }, sCount: { value: 4096 }, grayscale: { value: 1 } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` #include // 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 ); } ` ) }; exports.FilmShader = FilmShader; //# sourceMappingURL=FilmShader.cjs.map