{"version":3,"file":"FilmShader.cjs","sources":["../../src/shaders/FilmShader.ts"],"sourcesContent":["/**\n * Film grain & scanlines shader\n *\n * - ported from HLSL to WebGL / GLSL\n * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html\n *\n * Screen Space Static Postprocessor\n *\n * Produces an analogue noise overlay similar to a film grain / TV static\n *\n * Original implementation and noise algorithm\n * Pat 'Hawthorne' Shearon\n *\n * Optimized scanlines + noise version with intensity scaling\n * Georg 'Leviathan' Steinrohder\n *\n * This version is provided under a Creative Commons Attribution 3.0 License\n * http://creativecommons.org/licenses/by/3.0/\n */\n\nexport const FilmShader = {\n uniforms: {\n tDiffuse: { value: null },\n time: { value: 0.0 },\n nIntensity: { value: 0.5 },\n sIntensity: { value: 0.05 },\n sCount: { value: 4096 },\n grayscale: { value: 1 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #include \n\n // control parameter\n uniform float time;\n\n uniform bool grayscale;\n\n // noise effect intensity value (0 = no effect, 1 = full effect)\n uniform float nIntensity;\n\n // scanlines effect intensity value (0 = no effect, 1 = full effect)\n uniform float sIntensity;\n\n // scanlines effect count value (0 = no effect, 4096 = full effect)\n uniform float sCount;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n // sample the source\n \tvec4 cTextureScreen = texture2D( tDiffuse, vUv );\n\n // make some noise\n \tfloat dx = rand( vUv + time );\n\n // add noise\n \tvec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );\n\n // get us a sine and cosine\n \tvec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );\n\n // add scanlines\n \tcResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;\n\n // interpolate between source and result by intensity\n \tcResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );\n\n // convert to grayscale if desired\n \tif( grayscale ) {\n\n \t\tcResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );\n\n \t}\n\n \tgl_FragColor = vec4( cResult, cTextureScreen.a );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAoBO,MAAM,aAAa;AAAA,EACxB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,MAAM,EAAE,OAAO,EAAI;AAAA,IACnB,YAAY,EAAE,OAAO,IAAI;AAAA,IACzB,YAAY,EAAE,OAAO,KAAK;AAAA,IAC1B,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,WAAW,EAAE,OAAO,EAAE;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAoD7B;;"}