81 lines
No EOL
2.7 KiB
GLSL
81 lines
No EOL
2.7 KiB
GLSL
#include "../generative/snoise.glsl"
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#include "../generative/pnoise.glsl"
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#include "../color/luma.glsl"
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#include "../color/blend/softLight.glsl"
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#include "../sampler.glsl"
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/*
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contributors: Matt DesLauriers
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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).
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use:
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- grain(<vec2> texCoord, <vec2> resolution [, <float> t, <float> multiplier])
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- grain(<SAMPLER_TYPE> texture, <vec2> texCoord, <float|vec2> resolution [, <float> t, <float> multiplier])
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options:
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- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
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- GRAIN_TYPE: type of the returned value (vec3 by default)
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- GRAIN_SAMPLER_FNC: grain function for SAMPLER_TYPE
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license: MIT License (MIT) Copyright (c) 2015 Matt DesLauriers
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*/
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#ifndef GRAIN_TYPE
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#define GRAIN_TYPE vec3
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#endif
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#ifndef GRAIN_SAMPLER_FNC
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#define GRAIN_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
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#endif
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#ifndef FNC_GRAIN
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#define FNC_GRAIN
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float grain(vec2 texCoord, vec2 resolution, float t, float multiplier) {
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vec2 mult = texCoord * resolution;
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float offset = snoise(vec3(mult / multiplier, t));
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float n1 = pnoise(vec3(mult, offset), vec3(1. / texCoord * resolution, 1.));
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return n1 / 2. + .5;
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}
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float grain(vec2 texCoord, vec2 resolution, float t) {
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return grain(texCoord, resolution, t, 2.5);
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}
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float grain(vec2 texCoord, vec2 resolution) {
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return grain(texCoord, resolution, 0.);
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}
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GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution, float t, float multiplier ) {
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GRAIN_TYPE org = GRAIN_SAMPLER_FNC(tex, st);
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float g = grain(st, resolution, t, multiplier);
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//get the luminance of the background
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float luminance = luma(org);
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//reduce the noise based on some
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//threshold of the background luminance
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float response = smoothstep(0.05, 0.5, luminance);
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return mix( blendSoftLight(org, GRAIN_TYPE(g)),
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org,
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response * response);
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}
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GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution, float t ) {
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return grain(tex, st, resolution, t, 2.5 );
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}
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GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution) {
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return grain(tex, st, resolution, 0.);
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}
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GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution, float t, float multiplier ) {
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return grain(tex, st, vec2(resolution), t, multiplier );
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}
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GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution, float t ) {
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return grain(tex, st, resolution, t, 2.5 );
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}
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GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution) {
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return grain(tex, st, resolution, 0.);
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}
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#endif |