lygia
/distort
/grain
)Natural looking film grain using 3D noise functions (original source https://github.com/mattdesl/glsl-film-grain). Inspired by Martins Upitis.
Dependencies:
lygia
/generative
/snoise
.glsl
lygia
/generative
/pnoise
.glsl
lygia
/color
/luma
.glsl
lygia
/color
/blend
/softLight
.glsl
lygia
/sampler
.glsl
Use:
grain(<vec2> texCoord, <vec2> resolution [, <float> t, <float> multiplier])
grain(<SAMPLER_TYPE> texture, <vec2> texCoord, <float|vec2> resolution [, <float> t, <float> multiplier])
#ifndef GRAIN_TYPE
#define GRAIN_TYPE vec3
#endif
#ifndef GRAIN_SAMPLER_FNC
#define GRAIN_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#ifndef FNC_GRAIN
#define FNC_GRAIN
float grain(vec2 texCoord, vec2 resolution, float t, float multiplier) {
vec2 mult = texCoord * resolution;
float offset = snoise(vec3(mult / multiplier, t));
float n1 = pnoise(vec3(mult, offset), vec3(1. / texCoord * resolution, 1.));
return n1 / 2. + .5;
}
float grain(vec2 texCoord, vec2 resolution, float t) {
return grain(texCoord, resolution, t, 2.5);
}
float grain(vec2 texCoord, vec2 resolution) {
return grain(texCoord, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution, float t, float multiplier ) {
GRAIN_TYPE org = GRAIN_SAMPLER_FNC(tex, st);
float g = grain(st, resolution, t, multiplier);
//get the luminance of the background
float luminance = luma(org);
//reduce the noise based on some
//threshold of the background luminance
float response = smoothstep(0.05, 0.5, luminance);
return mix( blendSoftLight(org, GRAIN_TYPE(g)),
org,
response * response);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, vec2 resolution) {
return grain(tex, st, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution, float t, float multiplier ) {
return grain(tex, st, vec2(resolution), t, multiplier );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, vec2 st, float resolution) {
return grain(tex, st, resolution, 0.);
}
#endif
Dependencies:
lygia
/generative
/snoise
.glsl
lygia
/generative
/pnoise
.glsl
lygia
/color
/luma
.glsl
lygia
/color
/blend
/softLight
.glsl
lygia
/sampler
.glsl
Use:
grain(<float2> texCoord, <float2> resolution [, <float> t, <float> multiplier])
grain(<SAMPLER_TYPE> texture, <float2> texCoord, <float|float2> resolution [, <float> t, <float> multiplier])
#ifndef GRAIN_TYPE
#define GRAIN_TYPE float3
#endif
#ifndef GRAIN_SAMPLER_FNC
#define GRAIN_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#ifndef FNC_GRAIN
#define FNC_GRAIN
float grain(float2 texCoord, float2 resolution, float t, float multiplier) {
float2 mult = texCoord * resolution;
float offset = snoise(float3(mult / multiplier, t));
float n1 = pnoise(float3(mult, offset), float3(1. / texCoord * resolution, 1.));
return n1 / 2. + .5;
}
float grain(float2 texCoord, float2 resolution, float t) {
return grain(texCoord, resolution, t, 2.5);
}
float grain(float2 texCoord, float2 resolution) {
return grain(texCoord, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float2 resolution, float t, float multiplier ) {
GRAIN_TYPE org = GRAIN_SAMPLER_FNC(tex, st);
float g = grain(st, resolution, t, multiplier);
//get the luminance of the background
float luminance = luma(org);
//reduce the noise based on some
//threshold of the background luminance
float response = smoothstep(0.05, 0.5, luminance);
return lerp( blendSoftLight(org, float4(g, g, g, 1.)),
org,
response * response);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float2 resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float2 resolution) {
return grain(tex, st, resolution, 0.);
}
#endif
Dependencies:
lygia
/generative
/snoise
.glsl
lygia
/generative
/pnoise
.glsl
lygia
/color
/luma
.glsl
lygia
/color
/blend
/softLight
.glsl
lygia
/sampler
.glsl
Use:
grain(<float2> texCoord, <float2> resolution [, <float> t, <float> multiplier])
grain(<SAMPLER_TYPE> texture, <float2> texCoord, <float|float2> resolution [, <float> t, <float> multiplier])
#ifndef GRAIN_TYPE
#define GRAIN_TYPE float3
#endif
#ifndef GRAIN_SAMPLER_FNC
#define GRAIN_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#ifndef FNC_GRAIN
#define FNC_GRAIN
float grain(float2 texCoord, float2 resolution, float t, float multiplier) {
float2 mult = texCoord * resolution;
float offset = snoise(float3(mult / multiplier, t));
float n1 = pnoise(float3(mult, offset), float3(1. / texCoord * resolution, 1.));
return n1 / 2. + .5;
}
float grain(float2 texCoord, float2 resolution, float t) {
return grain(texCoord, resolution, t, 2.5);
}
float grain(float2 texCoord, float2 resolution) {
return grain(texCoord, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float2 resolution, float t, float multiplier ) {
GRAIN_TYPE org = GRAIN_SAMPLER_FNC(tex, st);
float g = grain(st, resolution, t, multiplier);
//get the luminance of the background
float luminance = luma(org);
//reduce the noise based on some
//threshold of the background luminance
float response = smoothstep(0.05, 0.5, luminance);
return mix( blendSoftLight(org, GRAIN_TYPE(g)),
org,
response * response);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float2 resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float2 resolution) {
return grain(tex, st, resolution, 0.);
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float resolution, float t, float multiplier ) {
return grain(tex, st, float2(resolution), t, multiplier );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float resolution, float t ) {
return grain(tex, st, resolution, t, 2.5 );
}
GRAIN_TYPE grain(SAMPLER_TYPE tex, float2 st, float resolution) {
return grain(tex, st, resolution, 0.);
}
#endif
MIT License (MIT) Copyright (c) 2015 Matt DesLauriers
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