[orx-fx] convert to MPP

This commit is contained in:
Edwin Jakobs
2021-06-27 21:07:44 +02:00
parent 7d524df2de
commit 4dfc5c31c8
144 changed files with 1197 additions and 847 deletions

View File

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