fuckingtech/public/assets/glsl/lygia/distort/grain.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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GLSL

#include "../generative/snoise.glsl"
#include "../generative/pnoise.glsl"
#include "../color/luma.glsl"
#include "../color/blend/softLight.glsl"
#include "../sampler.glsl"
/*
contributors: Matt DesLauriers
description: Natural looking film grain using 3D noise functions (original source https://github.com/mattdesl/glsl-film-grain). Inspired by [Martins Upitis](http://devlog-martinsh.blogspot.com/2013/05/image-imperfections-and-film-grain-post.html).
use:
- grain(<vec2> texCoord, <vec2> resolution [, <float> t, <float> multiplier])
- grain(<SAMPLER_TYPE> texture, <vec2> texCoord, <float|vec2> resolution [, <float> t, <float> multiplier])
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
- GRAIN_TYPE: type of the returned value (vec3 by default)
- GRAIN_SAMPLER_FNC: grain function for SAMPLER_TYPE
license: MIT License (MIT) Copyright (c) 2015 Matt DesLauriers
*/
#ifndef GRAIN_TYPE
#define GRAIN_TYPE vec3
#endif
#ifndef GRAIN_SAMPLER_FNC
#define GRAIN_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#ifndef FNC_GRAIN
#define FNC_GRAIN
float grain(vec2 texCoord, vec2 resolution, float t, float multiplier) {
vec2 mult = texCoord * resolution;
float offset = snoise(vec3(mult / multiplier, t));
float n1 = pnoise(vec3(mult, offset), vec3(1. / texCoord * resolution, 1.));
return n1 / 2. + .5;
}
float grain(vec2 texCoord, vec2 resolution, float t) {
return grain(texCoord, resolution, t, 2.5);
}
float grain(vec2 texCoord, vec2 resolution) {
return grain(texCoord, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution, float t, float multiplier ) {
GRAIN_TYPE org = GRAIN_SAMPLER_FNC(tex, st);
float g = grain(st, resolution, t, multiplier);
//get the luminance of the background
float luminance = luma(org);
//reduce the noise based on some
//threshold of the background luminance
float response = smoothstep(0.05, 0.5, luminance);
return mix( blendSoftLight(org, GRAIN_TYPE(g)),
org,
response * response);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution) {
return grain(tex, st, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution, float t, float multiplier ) {
return grain(tex, st, vec2(resolution), t, multiplier );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution) {
return grain(tex, st, resolution, 0.);
}
#endif