BLOBBO/node_modules/three/examples/jsm/shaders/FilmShader.js
type-two 969f602dd4 Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E
Fixed-step world runtime, event bus wire protocol between lanes, integration
seam (game.ts) with placeholder ball. Lanes A/B/C own disjoint dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:55:43 +10:00

60 lines
923 B
JavaScript

const FilmShader = {
name: 'FilmShader',
uniforms: {
'tDiffuse': { value: null },
'time': { value: 0.0 },
'intensity': { value: 0.5 },
'grayscale': { value: false }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
#include <common>
uniform float intensity;
uniform bool grayscale;
uniform float time;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 base = texture2D( tDiffuse, vUv );
float noise = rand( fract( vUv + time ) );
vec3 color = base.rgb + base.rgb * clamp( 0.1 + noise, 0.0, 1.0 );
color = mix( base.rgb, color, intensity );
if ( grayscale ) {
color = vec3( luminance( color ) ); // assuming linear-srgb
}
gl_FragColor = vec4( color, base.a );
}`,
};
export { FilmShader };