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82
node_modules/three-stdlib/shaders/FilmShader.js
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82
node_modules/three-stdlib/shaders/FilmShader.js
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const FilmShader = {
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uniforms: {
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tDiffuse: { value: null },
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time: { value: 0 },
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nIntensity: { value: 0.5 },
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sIntensity: { value: 0.05 },
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sCount: { value: 4096 },
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grayscale: { value: 1 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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#include <common>
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// control parameter
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uniform float time;
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uniform bool grayscale;
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// noise effect intensity value (0 = no effect, 1 = full effect)
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uniform float nIntensity;
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// scanlines effect intensity value (0 = no effect, 1 = full effect)
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uniform float sIntensity;
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// scanlines effect count value (0 = no effect, 4096 = full effect)
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uniform float sCount;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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// sample the source
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vec4 cTextureScreen = texture2D( tDiffuse, vUv );
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// make some noise
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float dx = rand( vUv + time );
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// add noise
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vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );
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// get us a sine and cosine
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vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );
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// add scanlines
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cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;
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// interpolate between source and result by intensity
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cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
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// convert to grayscale if desired
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if( grayscale ) {
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cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
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}
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gl_FragColor = vec4( cResult, cTextureScreen.a );
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}
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`
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)
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};
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export {
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FilmShader
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};
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//# sourceMappingURL=FilmShader.js.map
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