New update:

- Added Paint filter.
 - Tweaked order of shaders.
 - Allow more grain parameters to be configured.
This commit is contained in:
Marisa the Magician 2021-11-06 17:25:07 +01:00
commit 595159703c
11 changed files with 259 additions and 67 deletions

View file

@ -2,24 +2,18 @@
Complex grain shader ported over from MariENB
(C)2012-2021 Marisa Kirisame
*/
const float nf = 0.0005;
const vec3 nm1 = vec3(2.05,3.11,2.22);
const float nk = 0.04;
const vec3 nm2 = vec3(4.25,9.42,6.29);
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
#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))))
vec3 grain( in vec3 res, in vec2 coord )
{
float ts = Timer*nf;
vec2 s1 = coord+vec2(0.0,ts);
vec2 s2 = coord+vec2(ts,0.0);
vec2 s1 = coord+vec2(0.,ts);
vec2 s2 = coord+vec2(ts,0.);
vec2 s3 = coord+vec2(ts,ts);
float n1, n2, n3;
vec2 bresl = textureSize(InputTexture,0);
vec2 nr = vec2(7.5);
nr.y *= bresl.y/bresl.x;
vec2 nr = bresl/256.;
n1 = texture(NoiseTexture,s1*nm1.x*nr).r;
n2 = texture(NoiseTexture,s2*nm1.y*nr).g;
n3 = texture(NoiseTexture,s3*nm1.z*nr).b;
@ -29,26 +23,27 @@ vec3 grain( in vec3 res, in vec2 coord )
n1 = texture(NoiseTexture,s1*nm2.x*nr).r;
n2 = texture(NoiseTexture,s2*nm2.y*nr).g;
n3 = texture(NoiseTexture,s3*nm2.z*nr).b;
float n4 = (n1+n2+n3)/3.0;
float n4 = (n1+n2+n3)/3.;
vec3 ng = vec3(n4);
vec3 nc = vec3(n1,n2,n3);
vec3 nt = pow(clamp(mix(ng,nc,ns),0.0,1.0),vec3(np));
if ( nb == 0 ) res.rgb += nt*ni;
else if ( nb == 1 )
vec3 nt = pow(clamp(mix(ng,nc,ns),.0,1.),vec3(np));
if ( nb == 1 ) res.rgb += nt*ni;
else if ( nb == 2 )
{
res.r = overlay(res.r,(nt.r*ni+0.5));
res.g = overlay(res.g,(nt.g*ni+0.5));
res.b = overlay(res.b,(nt.b*ni+0.5));
res.r = overlay(res.r,(nt.r*ni));
res.g = overlay(res.g,(nt.g*ni));
res.b = overlay(res.b,(nt.b*ni));
}
else
else if ( nb == 3 )
{
float bn = 1.0-clamp((res.r+res.g+res.b)/3.0,0.0,1.0);
float bn = 1.-clamp((res.r+res.g+res.b)/3.,0.,1.);
bn = pow(bn,bnp);
vec3 nn = clamp(nt*bn,vec3(0.0),vec3(1.0));
vec3 nn = clamp(nt*bn,vec3(0.),vec3(1.));
res.r = darkmask(res.r,(nn.r*ni));
res.g = darkmask(res.g,(nn.g*ni));
res.b = darkmask(res.b,(nn.b*ni));
}
else res.rgb = mix(res.rgb,nt,ni);
return res;
}