/* Complex grain shader ported over from MariENB (C)2012-2021 Marisa Kirisame */ #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.,ts); vec2 s2 = coord+vec2(ts,0.); vec2 s3 = coord+vec2(ts,ts); float n1, n2, n3; vec2 bresl = textureSize(InputTexture,0); 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; s1 = coord+vec2(ts+n1*nk,n2*nk); s2 = coord+vec2(n2,ts+n3*nk); s3 = coord+vec2(ts+n3*nk,ts+n1*nk); 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.; vec3 ng = vec3(n4); vec3 nc = vec3(n1,n2,n3); 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)); res.g = overlay(res.g,(nt.g*ni)); res.b = overlay(res.b,(nt.b*ni)); } else if ( nb == 3 ) { float bn = 1.-clamp((res.r+res.g+res.b)/3.,0.,1.); bn = pow(bn,bnp); 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; } void main() { vec2 coord = TexCoord; vec4 res = texture(InputTexture,coord); res.rgb = grain(res.rgb,coord); FragColor = res; }