{"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: [\n    'varying vec2 vUv;',\n\n    'void main() {',\n\n    '\tvUv = uv;',\n    '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n    '}',\n  ].join('\\n'),\n\n  fragmentShader: [\n    '#include <common>',\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  ].join('\\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,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}