Add film-grain shader

- Nice film-grain shader.
This commit is contained in:
Hyllian 2024-04-26 09:19:32 -03:00
parent e77c37fe54
commit 96713a17fb
2 changed files with 196 additions and 0 deletions

5
film/film-grain.slangp Normal file
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shaders = 1
shader0 = shaders/film-grain.slang
filter_linear0 = false
scale_type0 = source

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#version 450
/*
Film Grain post-process shader v1.1
Martins Upitis (martinsh) devlog-martinsh.blogspot.com
2013
Original shader:
https://devlog-martinsh.blogspot.com/2013/05/image-imperfections-and-film-grain-post.html
--------------------------
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
I would also love to hear about a project you are using it.
Have fun,
Martins
--------------------------
https://www.shadertoy.com/view/Mly3Rw
Perlin noise shader by toneburst:
http://machinesdontcare.wordpress.com/2009/06/25/3d-perlin-noise-sphere-vertex-shader-sourcecode/
*/
// Ported by Hyllian - 2024
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GRAIN_AMOUNT, COLOR_AMOUNT, GRAIN_SIZE;
float LUM_AMOUNT;
float COLORED;
} params;
#pragma parameter GRAIN_AMOUNT "Grain amount" 0.02 0.01 0.2 0.01
#pragma parameter COLOR_AMOUNT "Color amount" 0.6 0.0 1.0 0.1
#pragma parameter GRAIN_SIZE "Grain particle size" 1.6 1.5 2.5 0.1
#pragma parameter LUM_AMOUNT "Luminance amount" 1.0 0.0 2.0 0.1
#pragma parameter COLORED "Use colored noise" 0.0 0.0 1.0 1.0
#define GRAIN_AMOUNT params.GRAIN_AMOUNT
#define COLOR_AMOUNT params.COLOR_AMOUNT
#define GRAIN_SIZE params.GRAIN_SIZE
#define LUM_AMOUNT params.LUM_AMOUNT
#define COLORED params.COLORED
float timer = mod(params.FrameCount, 4268.); // Global timer
const float permTexUnit = 1.0/256.0; // Perm texture texel-size
const float permTexUnitHalf = 0.5/256.0; // Half perm texture texel-size
const vec3 rotOffset = vec3(1.425,3.892,5.835); // Rotation offset values
const vec3 lumcoeff = vec3(0.299,0.587,0.114);
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
//a random texture generator, but you can also use a pre-computed perturbation texture
vec4 rnm(vec2 tc)
{
float noise = sin(dot(tc + vec2(timer,timer),vec2(12.9898,78.233))) * 43758.5453;
float noiseR = fract(noise)*2.0-1.0;
float noiseG = fract(noise*1.2154)*2.0-1.0;
float noiseB = fract(noise*1.3453)*2.0-1.0;
float noiseA = fract(noise*1.3647)*2.0-1.0;
return vec4(noiseR,noiseG,noiseB,noiseA);
}
float fade(float t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float pnoise3D(vec3 p)
{
vec3 pi = permTexUnit*floor(p)+permTexUnitHalf; // Integer part, scaled so +1 moves permTexUnit texel
// and offset 1/2 texel to sample texel centers
vec3 pf = fract(p); // Fractional part for interpolation
// Noise contributions from (x=0, y=0), z=0 and z=1
float perm00 = rnm(pi.xy).a ;
vec3 grad000 = rnm(vec2(perm00, pi.z)).rgb * 4.0 - 1.0;
float n000 = dot(grad000, pf);
vec3 grad001 = rnm(vec2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
float n001 = dot(grad001, pf - vec3(0.0, 0.0, 1.0));
// Noise contributions from (x=0, y=1), z=0 and z=1
float perm01 = rnm(pi.xy + vec2(0.0, permTexUnit)).a ;
vec3 grad010 = rnm(vec2(perm01, pi.z)).rgb * 4.0 - 1.0;
float n010 = dot(grad010, pf - vec3(0.0, 1.0, 0.0));
vec3 grad011 = rnm(vec2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
float n011 = dot(grad011, pf - vec3(0.0, 1.0, 1.0));
// Noise contributions from (x=1, y=0), z=0 and z=1
float perm10 = rnm(pi.xy + vec2(permTexUnit, 0.0)).a ;
vec3 grad100 = rnm(vec2(perm10, pi.z)).rgb * 4.0 - 1.0;
float n100 = dot(grad100, pf - vec3(1.0, 0.0, 0.0));
vec3 grad101 = rnm(vec2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
float n101 = dot(grad101, pf - vec3(1.0, 0.0, 1.0));
// Noise contributions from (x=1, y=1), z=0 and z=1
float perm11 = rnm(pi.xy + vec2(permTexUnit, permTexUnit)).a ;
vec3 grad110 = rnm(vec2(perm11, pi.z)).rgb * 4.0 - 1.0;
float n110 = dot(grad110, pf - vec3(1.0, 1.0, 0.0));
vec3 grad111 = rnm(vec2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
float n111 = dot(grad111, pf - vec3(1.0, 1.0, 1.0));
// Blend contributions along x
vec4 n_x = mix(vec4(n000, n001, n010, n011), vec4(n100, n101, n110, n111), fade(pf.x));
// Blend contributions along y
vec2 n_xy = mix(n_x.xy, n_x.zw, fade(pf.y));
// Blend contributions along z
float n_xyz = mix(n_xy.x, n_xy.y, fade(pf.z));
// We're done, return the final noise value.
return n_xyz;
}
//2d coordinate orientation thing
vec2 coordRot(in vec2 tc, in float angle, float width, float height)
{
float aspect = width/height;
float rotX = ((tc.x*2.0-1.0)*aspect*cos(angle)) - ((tc.y*2.0-1.0)*sin(angle));
float rotY = ((tc.y*2.0-1.0)*cos(angle)) + ((tc.x*2.0-1.0)*aspect*sin(angle));
rotX = ((rotX/aspect)*0.5+0.5);
rotY = rotY*0.5+0.5;
return vec2(rotX,rotY);
}
void main()
{
float width = params.SourceSize.x;
float height = params.SourceSize.y;
float dx = params.SourceSize.z;
float dy = params.SourceSize.w;
vec2 texCoord = vTexCoord;
vec2 rotCoordsR = coordRot(texCoord, timer + rotOffset.x, width, height);
vec3 noise = vec3(pnoise3D(vec3(rotCoordsR*vec2(width/GRAIN_SIZE,height/GRAIN_SIZE),0.0)));
if (COLORED == 1.0)
{
vec2 rotCoordsG = coordRot(texCoord, timer + rotOffset.y, width, height);
vec2 rotCoordsB = coordRot(texCoord, timer + rotOffset.z, width, height);
noise.g = mix(noise.r,pnoise3D(vec3(rotCoordsG*vec2(width/GRAIN_SIZE,height/GRAIN_SIZE),1.0)),COLOR_AMOUNT);
noise.b = mix(noise.r,pnoise3D(vec3(rotCoordsB*vec2(width/GRAIN_SIZE,height/GRAIN_SIZE),2.0)),COLOR_AMOUNT);
}
vec3 col = texture(Source, texCoord).rgb;
//noisiness response curve based on scene luminance
float luminance = mix(0.0,dot(col, lumcoeff),LUM_AMOUNT);
float lum = smoothstep(0.2,0.0,luminance);
lum += luminance;
noise = mix(noise,vec3(0.0),pow(lum,4.0));
col = col+noise*GRAIN_AMOUNT;
FragColor = vec4(col,1.0);
}