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2026-03-02 02:17:04 +00:00

125 lines
4.9 KiB
GLSL
Executable File

//SHADER ORIGINALY CREADED BY "spl!te" FROM GITHUB FOR GODOT 2.1
//MODIFIED AND PORTED TO GODOT BY AHOPNESS (@ahopness)
//LICENSE : CC0
//COMATIBLE WITH : GLES2, GLES3
//GITHUB LINK : https://github.com/splite/Godot_Film_Grain_Shader
//ORIGINAL POST LINK : http://devlog-martinsh.blogspot.com/2013/05/image-imperfections-and-film-grain-post.html
shader_type canvas_item;
uniform bool colored = false; //colored noise?
uniform float color_amount :hint_range(0, 1.3) = 0.6;
uniform float grain_amount :hint_range(0, 0.07) = 0.025; //grain amount
uniform float grain_size :hint_range(1, 3) = 1.6; //grain particle size (1.5 - 2.5)
uniform float lum_amount :hint_range(0, 2) = 1.3;
varying float time;
void vertex(){
time = TIME;
}
//a random texture generator, but you can also use a pre-computed perturbation texture
vec4 rnm(vec2 tc) {
float noise = sin(dot(tc + vec2(time,time),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 = 0.00390625*floor(p);
pi = vec3(pi.x+0.001953125, pi.y+0.001953125, pi.z+0.001953125);
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;
grad000 = vec3(grad000.x - 1.0, grad000.y - 1.0, grad000.z - 1.0);
float n000 = dot(grad000, pf);
vec3 grad001 = rnm(vec2(perm00, pi.z + 0.00390625)).rgb * 4.0;
grad001 = vec3(grad001.x - 1.0, grad001.y - 1.0, grad001.z - 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, 0.00390625)).a ;
vec3 grad010 = rnm(vec2(perm01, pi.z)).rgb * 4.0;
grad010 = vec3(grad010.x - 1.0, grad010.y - 1.0, grad010.z - 1.0);
float n010 = dot(grad010, pf - vec3(0.0, 1.0, 0.0));
vec3 grad011 = rnm(vec2(perm01, pi.z + 0.00390625)).rgb * 4.0;
grad011 = vec3(grad011.x - 1.0, grad011.y - 1.0, grad011.z - 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(0.00390625, 0.0)).a ;
vec3 grad100 = rnm(vec2(perm10, pi.z)).rgb * 4.0;
grad100 = vec3(grad100.x - 1.0, grad100.y - 1.0, grad100.z - 1.0);
float n100 = dot(grad100, pf - vec3(1.0, 0.0, 0.0));
vec3 grad101 = rnm(vec2(perm10, pi.z + 0.00390625)).rgb * 4.0;
grad101 = vec3(grad101.x - 1.0, grad101.y - 1.0, grad101.z - 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(0.00390625, 0.00390625)).a ;
vec3 grad110 = rnm(vec2(perm11, pi.z)).rgb * 4.0;
grad110 = vec3(grad110.x - 1.0, grad110.y - 1.0, grad110.z - 1.0);
float n110 = dot(grad110, pf - vec3(1.0, 1.0, 0.0));
vec3 grad111 = rnm(vec2(perm11, pi.z + 0.00390625)).rgb * 4.0;
grad111 = vec3(grad111.x - 1.0, grad111.y - 1.0, grad111.z - 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(vec2 tc, float angle, vec2 screen_size){
float aspect = screen_size.x/screen_size.y;
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 fragment (){
vec2 screen_size = (1.0 / SCREEN_PIXEL_SIZE).xy;
vec3 rotOffset = vec3(1.425,3.892,5.835); //rotation offset values
vec2 rotCoordsR = coordRot(UV, time + rotOffset.x, screen_size);
vec3 noise = vec3(pnoise3D(vec3(rotCoordsR*vec2(screen_size.x/grain_size,screen_size.y/grain_size),0.0)));
if (colored){
vec2 rotCoordsG = coordRot(UV, time + rotOffset.y, screen_size);
vec2 rotCoordsB = coordRot(UV, time + rotOffset.z, screen_size);
noise.g = mix(noise.r,pnoise3D(vec3(rotCoordsG*vec2(screen_size.x/grain_size,screen_size.y/grain_size),1.0)),color_amount);
noise.b = mix(noise.r,pnoise3D(vec3(rotCoordsB*vec2(screen_size.x/grain_size,screen_size.y/grain_size),2.0)),color_amount);
}
vec3 col = texture(TEXTURE, UV).rgb;
vec3 lumcoeff = vec3(0.299,0.587,0.114);
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;
vec4 SRC_COLOR = texture(SCREEN_TEXTURE, SCREEN_UV);
COLOR = vec4(col,1.0) * SRC_COLOR;
}