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60
js/FilmGrainPass.js
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60
js/FilmGrainPass.js
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/**
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* @author rezmason
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*/
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THREE.FilmGrainPass = function (blurMagnitude, ditherMagnitude) {
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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blurMagnitude: { value: blurMagnitude },
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ditherMagnitude: { value: ditherMagnitude }
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},
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vertexShader: `
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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 = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#define PI 3.14159265359
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uniform sampler2D tDiffuse;
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uniform float blurMagnitude;
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uniform float ditherMagnitude;
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varying vec2 vUv;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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vec3 dithering( vec3 color1, vec3 color2 ) {
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float difference = pow(length(color1 - color2), 0.1);
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return color1 + vec3( -1, 0.5, 0.5 ) * ditherMagnitude * difference * mix( -1.0, 1.0, rand( gl_FragCoord.xy ) );
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}
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void main() {
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vec4 sample = texture2D( tDiffuse, vUv );
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vec4 blurSum = vec4( 0.0 );
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blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, -blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, -blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, blurMagnitude) ) * 0.25;
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gl_FragColor = vec4(dithering(blurSum.rgb, sample.rgb), 1.0);
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.FilmGrainPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.FilmGrainPass,
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render: THREE.ShaderPass.prototype.render
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});
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