// Revised (unknown) // https://raw.githubusercontent.com/haasn/gentoo-conf/xor/home/nand/.mpv/shaders/filmgrain.glsl // // Film Grain by haasn // //!HOOK LUMA //!BIND HOOKED //!DESC gaussian film grain #define INTENSITY 0.05 float permute(float x) { x = (34.0 * x + 1.0) * x; return fract(x * 1.0/289.0) * 289.0; } float rand(inout float state) { state = permute(state); return fract(state * 1.0/41.0); } vec4 hook() { vec3 m = vec3(HOOKED_pos, random) + vec3(1.0); float state = permute(permute(m.x) + m.y) + m.z; const float a0 = 0.151015505647689; const float a1 = -0.5303572634357367; const float a2 = 1.365020122861334; const float b0 = 0.132089632343748; const float b1 = -0.7607324991323768; float p = 0.95 * rand(state) + 0.025; float q = p - 0.5; float r = q * q; float grain = q * (a2 + (a1 * r + a0) / (r*r + b1*r + b0)); grain *= 0.255121822830526; // normalize to [-1,1) vec4 color = HOOKED_tex(HOOKED_pos); color.rgb += vec3(INTENSITY * grain); return color; }