slang-shaders/film/shaders/film-grain.slang
Hyllian c562d89ec8 Update film-grain.slang
Some code optimizations.
2024-04-27 11:10:27 -03:00

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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 1.0 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
#define NOISE(x) (sin(dot(x+vec2(timer,timer),vec2(12.9898,78.233)))*43758.5453)
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);
const vec4 nRGBA = vec4(1.0, 1.2154, 1.3453, 1.3647);
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
float rnmA(vec2 tc) {return fract(NOISE(tc) * nRGBA.a ) * 2.0 - 1.0;}
vec2 rnmRG(vec2 tc) {return fract(NOISE(tc) * nRGBA.rg ) * 2.0 - vec2(1.0);}
vec2 fade(vec2 t) {return t * t * t * (t * (t * 6.0 - vec2(15.0)) + vec2(10.0));}
float noise2D_contr(vec2 pi, vec2 pf, vec2 pxy, vec2 ptu)
{
// Noise contributions from (pxy)
float perm = rnmA(pi.xy + ptu);
vec2 grad = rnmRG(vec2(perm, 0.0)) * 4.0 - vec2(1.0);
return dot(grad, pf - pxy);
}
float pnoise2D(vec2 p)
{
// Integer part, scaled so +1 moves permTexUnit texel
vec2 pi = permTexUnit * floor(p) + permTexUnitHalf;
// and offset 1/2 texel to sample texel centers. Fractional part for interpolation
vec2 pf = fract(p);
// Noise contributions from (x=0, y=0), (x=0, y=1), (x=1, y=0), (x=1, y=1).
float n00 = noise2D_contr(pi, pf, vec2(0.0, 0.0), vec2( 0.0, 0.0));
float n01 = noise2D_contr(pi, pf, vec2(0.0, 1.0), vec2( 0.0, permTexUnit));
float n10 = noise2D_contr(pi, pf, vec2(1.0, 0.0), vec2(permTexUnit, 0.0));
float n11 = noise2D_contr(pi, pf, vec2(1.0, 1.0), vec2(permTexUnit, permTexUnit));
vec2 fd = fade(pf);
// Blend contributions along x
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fd.x);
// Blend contributions along y
float n_xy = mix(n_x.x, n_x.y, fd.y);
// We're done, return the final noise value
return n_xy;
}
//2d coordinate orientation thing
vec2 coordRot(vec2 tc, 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.x * 2.0 - 1.0) * aspect * sin(angle)) + ((tc.y * 2.0 - 1.0) * cos(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(pnoise2D(vec2(rotCoordsR * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))));
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, pnoise2D(vec2(rotCoordsG * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))), COLOR_AMOUNT);
noise.b = mix(noise.r, pnoise2D(vec2(rotCoordsB * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))), 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);
}