32 lines
661 B
GLSL
32 lines
661 B
GLSL
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float luminance(in vec3 srgb)
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{
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return dot(srgb, vec3(0.2126, 0.7152, 0.0722));
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}
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float falloff(in float lum)
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{
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float sq = lum * lum;
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return sq * sq - 2.0 * sq + 1.0;
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}
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vec3 mix_with_noise(inout vec3 col, in vec2 uv)
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{
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vec3 noise = texture(iChannel1, uv).rgb;
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float fac = falloff(luminance(col) * 2.0 - 1.0);
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return mix(col, noise, fac * 0.5) * pow(noise, vec3(0.2));
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord/iResolution.xy;
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vec3 imageCol = texture(iChannel0, uv).rgb;
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vec3 col = pow(imageCol * mix_with_noise(imageCol, uv * 2.0), vec3(0.5));
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fragColor = vec4(col, 1.0);
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}
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