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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / js / shaders / FilmShader.js
diff --git a/webglFramework/Thirdparty/three.js-master/examples/js/shaders/FilmShader.js b/webglFramework/Thirdparty/three.js-master/examples/js/shaders/FilmShader.js
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+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Film grain & scanlines shader
+ *
+ * - ported from HLSL to WebGL / GLSL
+ * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
+ *
+ * Screen Space Static Postprocessor
+ *
+ * Produces an analogue noise overlay similar to a film grain / TV static
+ *
+ * Original implementation and noise algorithm
+ * Pat 'Hawthorne' Shearon
+ *
+ * Optimized scanlines + noise version with intensity scaling
+ * Georg 'Leviathan' Steinrohder
+ *
+ * This version is provided under a Creative Commons Attribution 3.0 License
+ * http://creativecommons.org/licenses/by/3.0/
+ */
+
+THREE.FilmShader = {
+
+       uniforms: {
+
+               "tDiffuse":   { value: null },
+               "time":       { value: 0.0 },
+               "nIntensity": { value: 0.5 },
+               "sIntensity": { value: 0.05 },
+               "sCount":     { value: 4096 },
+               "grayscale":  { value: 1 }
+
+       },
+
+       vertexShader: [
+
+               "varying vec2 vUv;",
+
+               "void main() {",
+
+                       "vUv = uv;",
+                       "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+               "}"
+
+       ].join( "\n" ),
+
+       fragmentShader: [
+
+               "#include <common>",
+               
+               // control parameter
+               "uniform float time;",
+
+               "uniform bool grayscale;",
+
+               // noise effect intensity value (0 = no effect, 1 = full effect)
+               "uniform float nIntensity;",
+
+               // scanlines effect intensity value (0 = no effect, 1 = full effect)
+               "uniform float sIntensity;",
+
+               // scanlines effect count value (0 = no effect, 4096 = full effect)
+               "uniform float sCount;",
+
+               "uniform sampler2D tDiffuse;",
+
+               "varying vec2 vUv;",
+
+               "void main() {",
+
+                       // sample the source
+                       "vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
+
+                       // make some noise
+                       "float dx = rand( vUv + time );",
+
+                       // add noise
+                       "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );",
+
+                       // get us a sine and cosine
+                       "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
+
+                       // add scanlines
+                       "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
+
+                       // interpolate between source and result by intensity
+                       "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
+
+                       // convert to grayscale if desired
+                       "if( grayscale ) {",
+
+                               "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
+
+                       "}",
+
+                       "gl_FragColor =  vec4( cResult, cTextureScreen.a );",
+
+               "}"
+
+       ].join( "\n" )
+
+};