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- 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 };
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