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 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 };