Swarm/Testbed/FilmGrain.gdshader
2025-02-26 23:27:07 +01:00

108 lines
3.1 KiB
Text

shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture;
uniform float grain_amount : hint_range(0.0, 1.0) = 0.05; // Adjust the amount of grain
uniform float grain_size : hint_range(0.1, 10.0) = 1.0; // Adjust the size of the grain
uniform bool animate = false;
//void fragment() {
//// Sample the original screen texture
//vec4 original_color = texture(screen_texture, SCREEN_UV);
//
//float noise = 0.0;
//
//if (animate) {
//// Generate random noise
//noise = (fract(sin(dot(UV * TIME, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0;
//} else {
//noise = (fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0;
//}
//// Add noise to the original color
//original_color.rgb += noise * grain_amount * grain_size;
//
//// Clamp the final color to make sure it stays in the valid range
//COLOR = clamp(original_color, 0.0, 1.0);
//}
// Feel free to steal this :^)
// Consider it MIT licensed, you can link to this page if you want to.
#define SHOW_NOISE 0
#define SRGB 0
// 0: Addition, 1: Screen, 2: Overlay, 3: Soft Light, 4: Lighten-Only
#define BLEND_MODE 4
#define SPEED 1.0
#define INTENSITY 0.05
// What gray level noise should tend to.
#define MEAN 0.0
// Controls the contrast/variance of noise.
#define VARIANCE 0.5
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 fragment() {
vec2 ps = vec2(1.0) / (1.0 / SCREEN_PIXEL_SIZE).xy;
vec2 uv = SCREEN_UV; //coord * ps;
COLOR = texture(screen_texture, uv);
#if SRGB
color = pow(color, vec4(2.2));
#endif
float t = TIME * float(SPEED);
float seed = dot(uv, vec2(12.9898, 78.233));
float noise = fract(sin(seed) * 43758.5453 + t);
noise = gaussian(noise, float(MEAN), float(VARIANCE) * float(VARIANCE));
#if SHOW_NOISE
COLOR = vec4(noise);
#else
// Ignore these mouse stuff if you're porting this
// and just use an arbitrary intensity value.
float w = float(INTENSITY);
vec3 grain = 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
#endif
}