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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 }; | |