#version 450 /** * FilmGrain version 1.0 * by Christian Cann Schuldt Jensen ~ CeeJay.dk * * Computes a noise pattern and blends it with the image to create a film grain look. * ---------------------------------------------------------------------------------- * Ported from https://github.com/crosire/reshade-shaders/blob/019921117c49beb4d1569af48f33cbb4e13033af/Shaders/FilmGrain.fx */ layout(push_constant) uniform Push { /* How visible the grain is. Higher is more visible. */ float Intensity; /* Controls the variance of the Gaussian noise. Lower values look smoother. */ float Variance; /* Affects the brightness of the noise. */ float Mean; /* Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature. */ float SignalToNoiseRatio; } params; #pragma parameter Intensity "Intensity" 0.50 0.00 1.00 0.01 #pragma parameter Variance "Variance - lower is smoother" 0.40 0.00 1.00 0.01 #pragma parameter Mean "Mean - affects brightness" 0.50 0.00 1.00 0.01 #pragma parameter SignalToNoiseRatio "SNR - higher is less grain on brighter pixels." 6.00 0.00 16.00 1.00 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define PI 3.1415927 vec3 FilmGrainPass(vec4 vpos, vec2 texcoord) { vec3 color = texture(Source, texcoord).rgb; //float inv_luma = dot(color, vec3(-0.2126, -0.7152, -0.0722)) + 1.0; float inv_luma = dot(color, vec3(-1.0/3.0, -1.0/3.0, -1.0/3.0)) + 1.0; //Calculate the inverted luma so it can be used later to control the variance of the grain /*---------------------. | :: Generate Grain :: | '---------------------*/ /* We use slang's FrameCount uniform variable instead of ReShade's Timer */ /* We assume frame rate is 60 */ float t = global.FrameCount * 16.667 * 0.0022337; //PRNG 2D - create two uniform noise values and save one DP2ADD float seed = dot(texcoord, vec2(12.9898, 78.233));// + t; float sine = sin(seed); float cosine = cos(seed); float uniform_noise1 = fract(sine * 43758.5453 + t); //I just salt with t because I can float uniform_noise2 = fract(cosine * 53758.5453 - t); // and it doesn't cost any extra ASM //Get settings float stn = params.SignalToNoiseRatio < 1.0 ? 1.0 : pow(abs(inv_luma), params.SignalToNoiseRatio); // Signal to noise feature - Brighter pixels get less noise. float variance = (params.Variance*params.Variance) * stn; float mean = params.Mean; //Box-Muller transform uniform_noise1 = (uniform_noise1 < 0.0001) ? 0.0001 : uniform_noise1; //fix log(0) float r = sqrt(-log(uniform_noise1)); r = (uniform_noise1 < 0.0001) ? PI : r; //fix log(0) - PI happened to be the right answer for uniform_noise == ~ 0.0000517.. Close enough and we can reuse a constant. float theta = (2.0 * PI) * uniform_noise2; float gauss_noise1 = variance * r * cos(theta) + mean; //float gauss_noise2 = variance * r * sin(theta) + mean; //we can get two gaussians out of it :) //gauss_noise1 = (ddx(gauss_noise1) - ddy(gauss_noise1)) * 0.50 + gauss_noise2; //Calculate how big the shift should be //float grain = mix(1.0 - params.Intensity, 1.0 + params.Intensity, gauss_noise1); float grain = mix(1.0 + params.Intensity, 1.0 - params.Intensity, gauss_noise1); //float grain2 = (2.0 * params.Intensity) * gauss_noise1 + (1.0 - params.Intensity); //Apply grain color = color * grain; //color = (grain-1.0) *2.0 + 0.5; //color = mix(color,colorInput.rgb,sqrt(luma)); /*-------------------------. | :: Debugging features :: | '-------------------------*/ //color.rgb = fract(gauss_noise1).xxx; //show the noise //color.rgb = (gauss_noise1 > 0.999) ? vec3(1.0,1.0,0.0) : 0.0 ; //does it reach 1.0? return color.rgb; } void main() { FragColor.rgb = FilmGrainPass(FragColor, vTexCoord); }