Add "simplified" grain option, for extra performance.
Uses PRNG calls instead of texture fetches, so it tends to look more harsh and have patterning issues depending on the GPU.
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6 changed files with 105 additions and 19 deletions
54
shaders/glsl/mfx_grain_simple.fp
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54
shaders/glsl/mfx_grain_simple.fp
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/*
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Complex grain shader ported over from MariENB
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This is a simplified version that uses three PRNG calls
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(C)2012-2022 Marisa the Magician
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*/
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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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// simplified PRNG, for performance
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float rnd( in vec2 sd )
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{
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return fract(sin(dot(sd,vec2(12.9898,78.233)))*43758.5453);
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}
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vec3 grain( in vec3 res, in vec2 coord )
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{
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float ts = Timer;
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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 = rnd(s1);
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float n2 = rnd(s2);
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float n3 = rnd(s3);
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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),.0,1.),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));
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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 if ( nb == 3 )
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{
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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.),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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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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