New update:
- Added Paint filter. - Tweaked order of shaders. - Allow more grain parameters to be configured.
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236911f269
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11 changed files with 259 additions and 67 deletions
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@ -2,24 +2,18 @@
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Complex grain shader ported over from MariENB
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(C)2012-2021 Marisa Kirisame
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*/
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const float nf = 0.0005;
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const vec3 nm1 = vec3(2.05,3.11,2.22);
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const float nk = 0.04;
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const vec3 nm2 = vec3(4.25,9.42,6.29);
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#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
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#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
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vec3 grain( in vec3 res, in vec2 coord )
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{
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float ts = Timer*nf;
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vec2 s1 = coord+vec2(0.0,ts);
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vec2 s2 = coord+vec2(ts,0.0);
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vec2 s1 = coord+vec2(0.,ts);
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vec2 s2 = coord+vec2(ts,0.);
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vec2 s3 = coord+vec2(ts,ts);
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float n1, n2, n3;
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vec2 bresl = textureSize(InputTexture,0);
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vec2 nr = vec2(7.5);
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nr.y *= bresl.y/bresl.x;
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vec2 nr = bresl/256.;
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n1 = texture(NoiseTexture,s1*nm1.x*nr).r;
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n2 = texture(NoiseTexture,s2*nm1.y*nr).g;
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n3 = texture(NoiseTexture,s3*nm1.z*nr).b;
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@ -29,26 +23,27 @@ vec3 grain( in vec3 res, in vec2 coord )
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n1 = texture(NoiseTexture,s1*nm2.x*nr).r;
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n2 = texture(NoiseTexture,s2*nm2.y*nr).g;
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n3 = texture(NoiseTexture,s3*nm2.z*nr).b;
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float n4 = (n1+n2+n3)/3.0;
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float n4 = (n1+n2+n3)/3.;
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vec3 ng = vec3(n4);
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vec3 nc = vec3(n1,n2,n3);
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vec3 nt = pow(clamp(mix(ng,nc,ns),0.0,1.0),vec3(np));
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if ( nb == 0 ) res.rgb += nt*ni;
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else if ( nb == 1 )
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vec3 nt = pow(clamp(mix(ng,nc,ns),.0,1.),vec3(np));
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if ( nb == 1 ) res.rgb += nt*ni;
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else if ( nb == 2 )
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{
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res.r = overlay(res.r,(nt.r*ni+0.5));
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res.g = overlay(res.g,(nt.g*ni+0.5));
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res.b = overlay(res.b,(nt.b*ni+0.5));
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res.r = overlay(res.r,(nt.r*ni));
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res.g = overlay(res.g,(nt.g*ni));
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res.b = overlay(res.b,(nt.b*ni));
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}
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else
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else if ( nb == 3 )
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{
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float bn = 1.0-clamp((res.r+res.g+res.b)/3.0,0.0,1.0);
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float bn = 1.-clamp((res.r+res.g+res.b)/3.,0.,1.);
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bn = pow(bn,bnp);
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vec3 nn = clamp(nt*bn,vec3(0.0),vec3(1.0));
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vec3 nn = clamp(nt*bn,vec3(0.),vec3(1.));
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res.r = darkmask(res.r,(nn.r*ni));
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res.g = darkmask(res.g,(nn.g*ni));
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res.b = darkmask(res.b,(nn.b*ni));
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}
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else res.rgb = mix(res.rgb,nt,ni);
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return res;
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}
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