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Old cinema shader
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform float fps; | |
// | |
// GLSL textureless classic 3D noise "cnoise", | |
// with an RSL-style periodic variant "pnoise". | |
// Author: Stefan Gustavson ([email protected]) | |
// Version: 2011-10-11 | |
// | |
// Many thanks to Ian McEwan of Ashima Arts for the | |
// ideas for permutation and gradient selection. | |
// | |
// Copyright (c) 2011 Stefan Gustavson. All rights reserved. | |
// Distributed under the MIT license. See LICENSE file. | |
// https://github.com/stegu/webgl-noise | |
vec3 mod289(vec3 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 mod289(vec4 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) | |
{ | |
return mod289(((x*34.0)+1.0)*x); | |
} | |
vec4 taylorInvSqrt(vec4 r) | |
{ | |
return 1.79284291400159 - 0.85373472095314 * r; | |
} | |
vec3 fade(vec3 t) { | |
return t*t*t*(t*(t*6.0-15.0)+10.0); | |
} | |
// Classic Perlin noise | |
float cnoise(vec3 P) | |
{ | |
vec3 Pi0 = floor(P); // Integer part for indexing | |
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); // Fractional part for interpolation | |
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
vec4 grayscale(vec4 c) { | |
float aColor = 0.21 * c.r + 0.72 * c.g + 0.07 * c.b; | |
return vec4(aColor, aColor, aColor, c.a); | |
} | |
vec4 adjust(vec4 c, float brightness, float contrast) { | |
vec4 result = c.rgba; | |
result.rgb /= result.a; | |
result.rgb = ((result.rgb - 0.5) * max(contrast, .0)) + 0.5; | |
result.rgb += brightness; | |
result.rgb *= result.a; | |
result.r = min(result.r, 1.); | |
result.g = min(result.g, 1.); | |
result.b = min(result.b, 1.); | |
return result; | |
} | |
vec3 blendMultiply(vec3 base, vec3 blend) { | |
return base*blend; | |
} | |
vec3 blendMultiply(vec3 base, vec3 blend, float opacity) { | |
return (blendMultiply(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
float rand(vec2 co){ | |
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} | |
vec4 vignette(vec4 c, float radius, float softness) { | |
vec4 result = c; | |
vec2 position = (gl_FragCoord.xy / resolution.xy) - vec2(0.5); | |
float len = length(position); | |
float vignette = smoothstep(radius, radius - softness, len); | |
result.rgb = mix(c.rgb, c.rgb * vignette, 0.5); | |
return result; | |
} | |
void main() { | |
float spf = 1000. / (fps == 0. ? 18. : fps); | |
float real_time = float(int(progress * 1000.)); | |
float time = float(int(real_time / spf)) * spf; | |
vec2 p = gl_FragCoord.xy / resolution.xy; | |
float brightness = .2 - rand(vec2(time, 0)) * 0.1; | |
float contrast = 2.; | |
vec4 pixelColor = texture2D(from, p); | |
gl_FragColor = grayscale(adjust(pixelColor, brightness, contrast)); | |
float noise = .5 - cnoise(vec3(p.x*100., p.y*.01, time)); | |
vec4 scratchColor = adjust(vec4(noise, noise, noise, 1.), 1., .9); | |
noise = cnoise(vec3(p * 8., time*rand(vec2(time, 0)))); | |
noise = noise > .8 ? 1. : 0.; | |
vec4 dustColor = adjust(vec4(noise, noise, noise, noise), -1.0, .5); | |
vec4 overlayColor = mix(dustColor, scratchColor, .8); | |
gl_FragColor = vec4( | |
blendMultiply( | |
adjust( | |
vignette(grayscale(texture2D(from, p)), 0.9, 0.5), | |
brightness, | |
contrast | |
).rgb, | |
overlayColor.rgb, | |
.9 | |
), | |
1. | |
); | |
} |
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