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51
shaders/glsl/mfx_grain.fp
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51
shaders/glsl/mfx_grain.fp
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/*
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Complex grain shader ported over from MariENB
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(C)2012-2018 Marisa Kirisame
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*/
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const float nf = 0.000005;
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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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const float ns = -0.08;
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const float np = 3.95;
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const float bnp = 1.7;
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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 s3 = coord+vec2(ts,ts);
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float n1, n2, n3;
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vec2 nr = textureSize(NoiseTexture,0);
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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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s1 = coord+vec2(ts+n1*nk,n2*nk);
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s2 = coord+vec2(n2,ts+n3*nk);
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s3 = coord+vec2(ts+n3*nk,ts+n1*nk);
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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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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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float bn = 1.0-clamp((res.r+res.g+res.b)/3.0,0.0,1.0);
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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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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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return res;
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}
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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res.rgb = grain(res.rgb,coord);
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FragColor = res;
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}
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