--- /dev/null
+/**
+ * @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" )
+
+};