uniform float uTime; uniform sampler2D tDiffuse; varying vec2 vUv; #define SHOW_NOISE 0 #define SRGB 0 // 0: Addition, 1: Screen, 2: Overlay, 3: Soft Light, 4: Lighten-Only #define BLEND_MODE 0 //0 to 1 #define SPEED 0.000001 #define INTENSITY 0.02 // What gray level noise should tend to. #define MEAN 0.0 // Controls the contrast/variance of noise. #define VARIANCE .3 float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } float rand(vec2 co, float l) { return rand(vec2(rand(co), l)); } float rand(vec2 co, float l, float t) { return rand(vec2(rand(co, l), t)); } vec3 channel_mix(vec3 a, vec3 b, vec3 w) { return vec3(mix(a.r, b.r, w.r), mix(a.g, b.g, w.g), mix(a.b, b.b, w.b)); } float gaussian(float z, float u, float o) { return (1.0 / (o * sqrt(2.0 * 3.1415))) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))); } vec3 madd(vec3 a, vec3 b, float w) { return a + a * b * w; } vec3 screen(vec3 a, vec3 b, float w) { return mix(a, vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b), w); } vec3 overlay(vec3 a, vec3 b, float w) { return mix(a, channel_mix(2.0 * a * b, vec3(1.0) - 2.0 * (vec3(1.0) - a) * (vec3(1.0) - b), step(vec3(0.5), a)), w); } vec3 soft_light(vec3 a, vec3 b, float w) { return mix(a, pow(a, pow(vec3(2.0), 2.0 * (vec3(0.5) - b))), w); } void main() { float t = uTime * float(SPEED); vec2 coord = gl_FragCoord.xy; vec2 ps = vec2(1.0) / gl_FragCoord.xy; vec2 uv = coord * ps; vec4 color = texture2D(tDiffuse, vUv); #if SRGB color = pow(color, vec4(2.2)); #endif float noise = gaussian(rand(ps, 1.0 / (color.r + color.g + color.b), t), float(MEAN), float(VARIANCE) * float(VARIANCE)); #if SHOW_NOISE color = vec4(noise); gl_FragColor = vec4(vec3(0.0), color.r); #else float w = float(INTENSITY); vec3 grain = vec3(noise);//vec3(noise) * (1.0 - color.rgb); #if BLEND_MODE == 0 color.rgb += grain * w; #elif BLEND_MODE == 1 color.rgb = screen(color.rgb, grain, w); #elif BLEND_MODE == 2 color.rgb = overlay(color.rgb, grain, w); #elif BLEND_MODE == 3 color.rgb = soft_light(color.rgb, grain, w); #elif BLEND_MODE == 4 color.rgb = max(color.rgb, grain * w); #endif #if SRGB color = pow(color, vec4(1.0 / 2.2)); #endif gl_FragColor = color; #endif }