[orx-fx] convert to MPP
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91
orx-fx/src/shaders/glsl/grain/film-grain.frag
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91
orx-fx/src/shaders/glsl/grain/film-grain.frag
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// Licensed under the MIT license:
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// https://opensource.org/licenses/MIT.
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// Ad[a|o]pted from shader by "noby" https://www.shadertoy.com/view/3sGSWV
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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uniform bool useColor;// false
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uniform float time;
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uniform float grainLiftRatio;// = 0.5;
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uniform float grainStrength;//= 1.0;
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uniform float grainRate;// = 1.0;
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// Range: [0.5, 1.0].
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uniform float grainPitch;// = 1.0;
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uniform float colorLevel;// = 1.0;
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out vec4 o_output;
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// From Dave Hoskins: https://www.shadertoy.com/view/4djSRW.
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float hash(vec3 p3){
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p3 = fract(p3 * 0.1031);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.x + p3.y) * p3.z);
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}
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// From iq: https://www.shadertoy.com/view/4sfGzS.
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float noise(vec3 x){
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vec3 i = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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return mix(mix(mix(hash(i+vec3(0, 0, 0)),
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hash(i+vec3(1, 0, 0)), f.x),
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mix(hash(i+vec3(0, 1, 0)),
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hash(i+vec3(1, 1, 0)), f.x), f.y),
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mix(mix(hash(i+vec3(0, 0, 1)),
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hash(i+vec3(1, 0, 1)), f.x),
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mix(hash(i+vec3(0, 1, 1)),
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hash(i+vec3(1, 1, 1)), f.x), f.y), f.z);
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}
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// Slightly high-passed continuous value-noise.
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float grain_source(vec3 x, float strength, float pitch){
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float center = noise(x);
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float v1 = center - noise(vec3(1, 0, 0)/pitch + x) + 0.5;
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float v2 = center - noise(vec3(0, 1, 0)/pitch + x) + 0.5;
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float v3 = center - noise(vec3(-1, 0, 0)/pitch + x) + 0.5;
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float v4 = center - noise(vec3(0, -1, 0)/pitch + x) + 0.5;
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float total = (v1 + v2 + v3 + v4) / 4.0;
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return mix(1.0, 0.5 + total, strength);
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}
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void main() {
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vec2 uv = v_texCoord0;
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vec2 x = gl_FragCoord.xy;
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// Alternatively use iTime here instead and change the grain_rate
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// parameter to correspond to frames-per-second.
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float t = time;
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vec4 colorAlpha = texture(tex0, uv);
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vec3 color = colorAlpha.rgb;
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vec3 grain = vec3(0);
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if (useColor) {
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float rg = grain_source(vec3(x, floor(grainRate*(t))), grainStrength, grainPitch);
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float gg = grain_source(vec3(x, floor(grainRate*(t+9.0))), grainStrength, grainPitch);
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float bg = grain_source(vec3(x, floor(grainRate*(t-9.0))), grainStrength, grainPitch);
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// Consider using values outside the [0, 1] range as well
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// to introduce interesting color shifts to the source.
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vec3 color_grain = vec3(rg, gg, bg);
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color_grain = mix(vec3(dot(color_grain, vec3(0.2126, 0.7152, 0.0722))), color_grain, colorLevel);
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grain = color_grain;
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} else {
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const float neutral_grain_factor = sqrt(2.0);
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grain = vec3(grain_source(vec3(x, floor(grainRate*t)), grainStrength/neutral_grain_factor, grainPitch));
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}
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// Control whether to add or multiply or lift the source with the grain.
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// Multiply (0.0) should be more true to life, but adjust to taste.
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color = max(mix(color*grain, color+(grain-1.0), grainLiftRatio), 0.0);
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// After this you would normally perform tone mapping,
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// apply the grain before that.
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o_output.rgb = color;
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o_output.a = 1.0;
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}
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