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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 }; | |