original Video
Sepia Shader Video
uniform vec2 resolution;
uniform sampler2D image;
uniform float time;
// noise effect intensity value (0 = no effect, 1 = full effect)
uniform float nIntensity;
// scanlines effect intensity value (0 = no effect, 1 = full effect)
uniform float sIntensity;
// scanlines effect count value (0 = no effect, 4096 = full effect)
uniform float sCount;
void main(void)
{
// sample the source
vec2 p = gl_FragCoord.xy/resolution;
vec4 cTextureScreen = texture2D(image, p);
// make some noise
float x = p.x * p.y * time ;
x = mod( x, 13.0 ) * mod( x, 123.0 );
float dx = mod( x, 0.01 );
// add noise
vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );
// get us a sine and cosine
vec2 sc = vec2( sin( -p.y * sCount ), cos( -p.y * sCount ) );
// add scanlines
cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;
// interpolate between source and result by intensity
cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
gl_FragColor = vec4( cResult, cTextureScreen.a );
}
Film grain & scanlines Shader Video