#if defined(OPENGL_ES) || defined(GL_ES) #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #endif /////////////////////////////////////////////////////////// // Uniforms uniform sampler2D u_texture; uniform float u_sepiaValue; uniform float u_noiseValue; uniform float u_scratchValue; uniform float u_innerVignetting; uniform float u_outerVignetting; uniform float u_elapsedTime; uniform float u_random; /////////////////////////////////////////////////////////// // Varyings varying vec2 v_texCoord; varying vec4 v_color; // Computes the overlay between the source and destination colours. vec3 overlay (vec3 src, vec3 dst) { // if (dst <= O) then: 2 * src * dst // if (dst > O) then: 1 - 2 * (1 - dst) * (1 - src) return vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)), (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)), (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z))); } vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise (vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); // Other corners vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; // Permutations i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main() { // Sepia RGB value vec3 sepia = vec3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0); // Step 1: Convert to grayscale vec3 colour = texture2D(u_texture, v_texCoord).xyz; float gray = (colour.x + colour.y + colour.z) / 3.0; vec3 grayscale = vec3(gray); // Step 2: Appy sepia overlay vec3 finalColour = overlay(sepia, grayscale); // Step 3: Lerp final sepia colour finalColour = grayscale + u_sepiaValue * (finalColour - grayscale); // Step 4: Add noise float noise = snoise(v_texCoord * vec2(1024.0 + u_random * 512.0, 1024.0 + u_random * 512.0)) * 0.5; finalColour += noise * u_noiseValue; // Optionally add noise as an overlay, simulating ISO on the camera //vec3 noiseOverlay = overlay(finalColour, vec3(noise)); //finalColour = finalColour + u_noiseValue * (finalColour - noiseOverlay); // Step 5: Apply scratches if ( u_random < u_scratchValue ) { // Pick a random spot to show scratches float dist = 1.0 / u_scratchValue; float d = distance(v_texCoord, vec2(u_random * dist, u_random * dist)); if ( d < 0.4 ) { // Generate the scratch float xPeriod = 8.0; float yPeriod = 1.0; float pi = 3.141592; float phase = u_elapsedTime; float turbulence = snoise(v_texCoord * 2.5); float vScratch = 0.5 + (sin(((v_texCoord.x * xPeriod + v_texCoord.y * yPeriod + turbulence)) * pi + phase) * 0.5); vScratch = clamp((vScratch * 10000.0) + 0.35, 0.0, 1.0); finalColour.xyz *= vScratch; } } // Step 6: Apply vignetting - Max distance from centre to corner is ~0.7. Scale that to 1.0. float d = distance(vec2(0.5, 0.5), v_texCoord) * 1.414213; float vignetting = clamp((u_outerVignetting - d) / (u_outerVignetting - u_innerVignetting), 0.0, 1.0); finalColour.xyz *= vignetting; // Apply colour gl_FragColor.xyz = finalColour; gl_FragColor.w = 1.0; }