/* GLSL sources. One uber fragment shader, mode switched by uniform. All motion is driven by a phase in [0,1) sampled on a circle in noise space, so every animation is a mathematically perfect loop. */ var VERT_SRC = "#version 300 es\n" + "layout(location=0) in vec2 a_pos;\n" + "void main(){ gl_Position = vec4(a_pos, 0.0, 1.0); }\n"; var FRAG_SRC = `#version 300 es precision highp float; precision highp int; uniform vec2 u_res; uniform float u_phase; // 0..1 loop phase uniform float u_seed; uniform int u_mode; uniform vec3 u_c1, u_c2, u_c3, u_c4, u_bg; uniform float u_hue, u_sat, u_exposure, u_contrast; uniform float u_scale; // zoom: higher = larger forms uniform float u_complex; // fbm octaves 1..8 uniform float u_warp; uniform float u_flow; // extra turbulence uniform float u_stretch; // -1..1 anisotropy uniform float u_light, u_gloss, u_lightAngle, u_irid, u_glow; uniform float u_grain, u_cell, u_lines, u_ca, u_vig, u_soft; uniform float u_travel; /* synth: procedural style combinator (legacy share codes) */ uniform int u_synth; // 0 = single mode, 1 = blend two modes uniform int u_modeB; uniform int u_mixOp; // 0 noise mask, 1 screen, 2 multiply, 3 radial, 4 diagonal uniform float u_blend; /* genome: parametric style synthesizer, every gene set is its own style */ uniform int u_genome; // 1 = render the genome style uniform vec4 u_g1; // field type, domain op, warp amount, fold count uniform vec4 u_g2; // color map, shading, overlay, overlay scale uniform vec4 u_g3; // ridge sharpness, poster steps, field scale, rotation out vec4 fragColor; #define TAU 6.28318530718 #define PI 3.14159265359 /* ---------------- noise ---------------- */ /* fract-first hashes stay precise for large inputs (big seeds, far cells) */ float hash11(float n){ n = fract(n * 0.1031); n *= n + 33.33; n *= n + n; return fract(n); } float hash21(vec2 p){ vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } vec2 hash22(vec2 p){ float n = hash21(p); return vec2(n, hash21(p+n+17.13)); } float vnoise(vec2 p){ vec2 i = floor(p), f = fract(p); vec2 u = f*f*(3.0-2.0*f); float a = hash21(i); float b = hash21(i+vec2(1,0)); float c = hash21(i+vec2(0,1)); float d = hash21(i+vec2(1,1)); return mix(mix(a,b,u.x), mix(c,d,u.x), u.y); } mat2 rot(float a){ float c=cos(a), s=sin(a); return mat2(c,-s,s,c); } float fbm(vec2 p){ float v = 0.0, a = 0.5, tot = 0.0; mat2 R = rot(0.62); for (int i = 0; i < 8; i++){ float w = clamp(u_complex - float(i), 0.0, 1.0); if (w <= 0.0) break; v += a*w*vnoise(p); tot += a*w; a *= 0.55; p = R*p*2.03 + 11.7; } return v/max(tot, 1e-4); } /* loop offset: orbit in noise space -> perfect loop */ vec2 LT(){ return vec2(cos(TAU*u_phase), sin(TAU*u_phase)) * u_travel; } vec2 SO(){ return vec2(hash11(u_seed*0.137 + 0.731)*61.7, hash11(u_seed*0.213 + 7.0)*47.3); } /* ---------------- color ---------------- */ vec3 palette(float t){ t = clamp(t, 0.0, 1.0); float x = t*3.0; vec3 c = mix(u_c1, u_c2, smoothstep(0.0,1.0,x)); c = mix(c, u_c3, smoothstep(1.0,2.0,x)); c = mix(c, u_c4, smoothstep(2.0,3.0,x)); return c; } vec3 paletteCyc(float t){ t = fract(t); float x = t*4.0; vec3 c = mix(u_c1, u_c2, smoothstep(0.0,1.0,x)); c = mix(c, u_c3, smoothstep(1.0,2.0,x)); c = mix(c, u_c4, smoothstep(2.0,3.0,x)); c = mix(c, u_c1, smoothstep(3.0,4.0,x)); return c; } vec3 hueRotate(vec3 c, float deg){ float a = deg*PI/180.0; float cs = cos(a), sn = sin(a); mat3 m = mat3( 0.299+0.701*cs+0.168*sn, 0.587-0.587*cs+0.330*sn, 0.114-0.114*cs-0.497*sn, 0.299-0.299*cs-0.328*sn, 0.587+0.413*cs+0.035*sn, 0.114-0.114*cs+0.292*sn, 0.299-0.300*cs+1.250*sn, 0.587-0.588*cs-1.050*sn, 0.114+0.886*cs-0.203*sn); return c*m; } /* ---------------- shared coords ---------------- */ vec2 toP(vec2 uv){ float asp = u_res.x/u_res.y; vec2 p = (uv - 0.5) * vec2(asp, 1.0) * (3.0/max(u_scale, 0.15)); p.x *= mix(1.0, 0.38, clamp(u_stretch, 0.0, 1.0)); p.y *= mix(1.0, 0.38, clamp(-u_stretch, 0.0, 1.0)); return p; } /* ========================================================= MODE 0 — LIQUID CHROME ========================================================= */ float chromeH(vec2 p, vec2 w){ vec2 so = SO(), lt = LT(); return fbm((p + w)*0.85 + so*0.5 + u_flow*0.6*lt); } vec3 sceneChrome(vec2 uv){ vec2 p = toP(uv); p.x *= 0.48; vec2 so = SO(), lt = LT(); /* slow warp field, computed once and reused for all height taps */ vec2 w = u_warp*0.9*vec2( fbm(p*0.5 + so + lt) - 0.5, fbm(p*0.5 + so + 7.31 - lt) - 0.5) * 2.4; float e = 0.06; float h = chromeH(p, w); float hx = chromeH(p + vec2(e,0.0), w); float hy = chromeH(p + vec2(0.0,e), w); float relief = 3.4 + u_warp*1.6; vec3 n = normalize(vec3(-(hx-h)/e*relief, -(hy-h)/e*relief, 1.0)); float la = u_lightAngle*PI/180.0; vec3 L = normalize(vec3(cos(la), sin(la), 0.55)); float diff = max(dot(n, L), 0.0); vec3 Hv = normalize(L + vec3(0.0,0.0,1.0)); float spec = pow(max(dot(n, Hv), 0.0), u_gloss); float spec2 = pow(max(dot(n, normalize(vec3(-L.xy, 0.9))), 0.0), u_gloss*0.45); float fres = pow(1.0 - max(n.z, 0.0), 2.4); vec3 alb = palette(clamp(h*1.1 + u_irid*n.x*0.7, 0.0, 1.0)); vec3 alb2 = palette(clamp(0.55 - n.x*0.7 + h*0.25, 0.0, 1.0)); /* dark metal base; nearly all color arrives via the lights */ vec3 col = u_bg*(0.55 + 0.45*diff); col += alb * pow(diff, 2.4) * 0.30; col += alb * spec * u_light * 3.0; col += alb2 * spec2 * u_light * 1.35; col += palette(clamp(fres*0.85 + u_irid*n.y*0.4, 0.0, 1.0)) * fres * u_light * 0.55; col += vec3(1.0) * pow(spec, 3.0) * u_light * 0.5; return col; } /* ========================================================= MODE 1 — SILK RIBBONS ========================================================= */ vec3 sceneSilk(vec2 uv){ vec2 p = toP(uv); vec2 so = SO(), lt = LT(); p = rot(-0.30 + 0.6*(hash11(u_seed*0.31+3.0)-0.5)) * p; /* one smooth guide curve: low-frequency two-octave noise */ vec2 wq = p*vec2(0.42, 0.50) + so + lt*0.55; float wave = vnoise(wq)*0.70 + vnoise(wq*2.13 + 5.0)*0.30; float freq = u_lines*0.16; float tt = p.y*freq + (wave-0.5)*(4.5 + u_warp*3.5) + p.x*0.30; float ft = fract(tt)-0.5; /* signed position across strand */ float band = abs(ft)*2.0; float prof = sqrt(max(1.0-band*band, 0.0)); /* true cylinder normal across the strand */ vec3 n = normalize(vec3(0.35*(wave-0.5), ft*2.0, max(prof, 0.05))); float la = u_lightAngle*PI/180.0; vec3 L = normalize(vec3(cos(la), sin(la), 0.62)); float diff = max(dot(n, L), 0.0); float spec = pow(max(dot(n, normalize(L+vec3(0,0,1))), 0.0), u_gloss); float id = hash11(floor(tt)*7.77 + hash11(u_seed*0.171)*43.0); vec3 alb = paletteCyc(id*0.97 + wave*0.22 + u_irid*0.25*n.y); vec3 col = alb*(0.05 + 0.95*pow(diff, 1.7)); col += alb * spec * u_light * 1.9; col += vec3(1.0) * pow(spec, 2.5) * u_light * 0.6; col *= 0.45 + 0.55*prof; /* crevice shadow between strands */ float env = smoothstep(1.8, 0.55, abs(p.y*0.7 + (wave-0.5)*3.4)); return mix(u_bg, col, env); } /* ========================================================= MODE 2 — SOFT BLOOM ========================================================= */ vec3 blobField(vec2 p, float warpAmt){ vec2 so = SO(); p += warpAmt*0.55*vec2(fbm(p*0.8+so)-0.5, fbm(p*0.8-so)-0.5)*2.0; vec3 col = u_bg; for (int i = 0; i < 5; i++){ float fi = float(i); vec2 hc = hash22(vec2(fi*3.17, u_seed*0.731 + fi)); vec2 base = (hc - 0.5)*vec2(2.2, 1.6); float orbR = 0.18 + 0.4*hash11(u_seed*0.117 + fi*9.1); float ph = u_phase + hash11(fi + u_seed*0.291); float dir = hash11(fi*5.0 + u_seed*0.49) > 0.5 ? 1.0 : -1.0; vec2 pos = base + orbR*u_travel*vec2(cos(TAU*ph*dir), sin(TAU*ph*dir)); float rad = (0.45 + 0.6*hash11(fi*2.3 + u_seed*0.371 + 4.0)) * u_soft; float d = length(p - pos); float g = exp(-(d*d)/(rad*rad)); /* spread blob hues across the whole palette so c1..c4 all show up */ vec3 bc = palette(fract(fi*0.249 + hash11(fi + u_seed*0.523)*0.18)); col = mix(col, bc, g*0.92); } return col; } vec3 sceneBloom(vec2 uv){ return blobField(toP(uv), u_warp); } /* ========================================================= MODE 3 — AURA RINGS ========================================================= */ vec3 sceneAura(vec2 uv){ vec2 p = toP(uv); vec2 so = SO(); vec2 c = (hash22(vec2(u_seed*0.37, 8.8)) - 0.5)*vec2(0.5, 0.6); vec2 d2 = p - c; float ang = atan(d2.y, d2.x); float d = length(d2); d += (0.06 + 0.08*u_warp)*fbm(vec2(ang*1.2, d*1.4) + so + LT()*0.5) * smoothstep(0.0, 0.3, d) - 0.05; /* fade wobble near center */ d += 0.045*u_travel*sin(TAU*u_phase); float t = pow(max(d*0.66, 0.0), mix(1.55, 0.8, clamp(u_soft*0.65, 0.0, 1.0))); /* gentle radial ramp: palette through the middle, bg at both poles */ vec3 col = palette(smoothstep(0.04, 0.96, t)); col = mix(col, u_bg, smoothstep(0.68, 1.18, t)); col = mix(col, mix(u_bg, vec3(1.0), 0.5), smoothstep(0.26, 0.0, t)*0.45); /* one soft luminous ring accent */ float ring = exp(-pow((t - 0.46)*4.6, 2.0)); col = mix(col, col*1.18 + 0.06, ring*0.5); return col; } /* ========================================================= MODE 4 — LIGHT RAYS ========================================================= */ vec3 sceneRays(vec2 uv){ vec2 p = toP(uv); vec2 so = SO(); vec2 O = vec2((hash11(u_seed+1.7)-0.5)*0.8, 1.9); vec2 dir = p - O; float ang = atan(dir.x, -dir.y); float r = length(dir); float beams = fbm(vec2(ang*(2.0 + u_lines*0.12), 0.0) + so + LT()*0.5); beams = pow(clamp(beams*1.25, 0.0, 1.0), 2.0 + u_warp*2.0); float fall = smoothstep(3.4, 0.7, r); float glowB = beams*fall; vec3 col = u_bg; vec3 beamCol = palette(clamp(0.85 - glowB*0.9, 0.0, 1.0)); col = mix(col, beamCol, clamp(glowB*1.7, 0.0, 1.0)); col = mix(col, palette(0.92), smoothstep(1.2, 3.2, r)*0.85); return col; } /* ========================================================= MODE 5 — HALFTONE ========================================================= */ vec3 sceneHalftone(vec2 uv){ float asp = u_res.x/u_res.y; vec2 so = SO(), lt = LT(); vec2 guv = uv*vec2(asp,1.0)*u_cell*0.55; vec2 gp = floor(guv); vec2 gf = fract(guv)-0.5; vec2 cuv = (gp+0.5)/(u_cell*0.55)/vec2(asp,1.0); vec2 cp = toP(cuv); vec2 q = cp + u_warp*0.9*vec2(fbm(cp*0.7+so+lt)-0.5, fbm(cp*0.7-so-lt)-0.5)*2.0; float f = fbm(q + so); f = smoothstep(0.30, 0.80, f); /* large breathing-room voids */ float radius = sqrt(f)*0.62; float dotm = smoothstep(radius, radius-0.12, length(gf)); float hueF = fbm(q*0.55 + so + 31.7); vec3 ink = palette(clamp(hueF*1.5 - 0.22, 0.0, 1.0)); return mix(u_bg, ink, dotm*(0.30 + 0.70*f)); } /* ========================================================= MODE 6 — DATA GLYPHS ========================================================= */ const int GLYPHS[8] = int[8](31599, 11415, 29330, 31727, 1488, 448, 128, 9362); vec3 sceneGlyphs(vec2 uv){ float asp = u_res.x/u_res.y; vec2 so = SO(), lt = LT(); vec2 guv = uv*vec2(asp,1.0)*vec2(u_cell*0.5, u_cell*0.5/1.55); vec2 gp = floor(guv); vec2 gf = fract(guv); vec2 cuv = (gp+0.5)/vec2(u_cell*0.5, u_cell*0.5/1.55)/vec2(asp,1.0); vec2 cp = toP(cuv); float b = fbm(cp*0.8 + so + lt); b = pow(clamp(b*1.65 - 0.30, 0.0, 1.0), 2.3); /* deep dark voids */ /* columnar shimmer, quantized so it still loops */ float step8 = floor(u_phase*8.0); b *= 0.55 + 0.9*hash21(vec2(gp.x*1.31, step8)); b += 0.018; /* faint base field so the grid breathes */ float swap = hash21(gp + vec2(floor(u_phase*8.0)*13.0, u_seed)); int gi = int(floor(swap*7.999)); int glyph = GLYPHS[gi]; vec2 cell = gf; cell = (cell - 0.5)/0.74 + 0.5; /* padding */ vec3 col = u_bg; if (cell.x > 0.0 && cell.x < 1.0 && cell.y > 0.0 && cell.y < 1.0){ int px = int(floor(cell.x*3.0)); int py = int(floor((1.0-cell.y)*5.0)); int bit = (glyph >> ((4-py)*3 + (2-px))) & 1; vec3 ink = palette(clamp(b*1.3, 0.0, 1.0)); col += ink * float(bit) * b * 2.2; } return col; } /* ========================================================= MODE 7 — REEDED GLASS ========================================================= */ /* bold smooth color regions for the glass to refract: a seeded diagonal palette sweep + noise, grounded by bg in the lows */ vec3 boldField(vec2 p){ vec2 so = SO(); float f1 = fbm(p*0.40 + so + LT()*0.7); float ang = TAU*hash11(u_seed*0.071 + 2.0); float diag = 0.5 + 0.30*(cos(ang)*p.x + sin(ang)*p.y); vec3 col = palette(clamp(diag + (f1-0.5)*1.5, 0.0, 1.0)); col = mix(col, u_bg, smoothstep(0.60, 0.18, f1)*0.85); return col; } vec3 sceneReeded(vec2 uv){ float nx = uv.x * u_lines*0.55; float ci = floor(nx); float lx = fract(nx)-0.5; float srcX = (ci + 0.5 + lx*0.20 + sin(lx*PI)*0.34*u_warp) / (u_lines*0.55); vec2 suv = vec2(srcX, uv.y); vec3 col = boldField(toP(suv)*0.8); float shade = 0.86 + 0.26*cos(lx*PI); float edge = smoothstep(0.5, 0.465, abs(lx)); col *= mix(0.62, shade, edge); col += vec3(1.0)*pow(max(cos(lx*PI), 0.0), 30.0)*0.12*u_light; return col; } /* ========================================================= MODE 8 — PIXEL BLOOM ========================================================= */ vec3 sceneMosaic(vec2 uv){ float asp = u_res.x/u_res.y; float cells = max(u_cell*0.22, 3.0); vec2 g = vec2(cells*asp, cells); vec2 q = (floor(uv*g)+0.5)/g; vec3 col = blobField(toP(q), u_warp*0.5); float h = hash21(floor(uv*g)+u_seed); col *= 0.97 + 0.05*h; return col; } /* ========================================================= GENOME, the parametric style synthesizer. 12 genes select field, domain geometry, color mapping, shading and overlay. Each combination is a distinct style. ========================================================= */ float gnVoro(vec2 p){ vec2 i = floor(p), f = fract(p); float d = 8.0; for (int y = -1; y <= 1; y++) for (int x = -1; x <= 1; x++){ vec2 g = vec2(float(x), float(y)); vec2 o = hash22(i + g + floor(u_seed)); d = min(d, length(g + o - f)); } return d; } float gnField(int ft, vec2 p){ vec2 so = SO(), lt = LT(); if (ft == 0) return fbm(p + so + lt); if (ft == 1) { /* ridged */ float v = 1.0 - abs(2.0*fbm(p + so + lt) - 1.0); return pow(v, 1.0 + u_g3.x*4.0); } if (ft == 2) { /* wave interference */ float a = sin(p.x*2.1 + fbm(p*0.7 + so + lt)*6.0); float b = sin(p.y*1.7 + fbm(p.yx*0.8 - so - lt)*6.0); return a*b*0.25 + 0.5; } if (ft == 3) { /* warped rings */ float d = length(p) + (fbm(p*0.9 + so + lt) - 0.5)*1.2; return fract(d*(1.0 + u_g3.x*2.0)); } if (ft == 4) { /* cellular */ float v = gnVoro(p*1.4 + lt*0.8); return pow(clamp(v, 0.0, 1.0), 0.8 + u_g3.x*2.0); } /* flow: fbm fed through itself */ float f1 = fbm(p + so + lt); return fbm(p + 2.4*vec2(f1, fbm(p + so*1.3 - lt)) + so); } vec2 gnDomain(int dop, vec2 p){ p = rot(u_g3.w*TAU) * p; if (dop == 1) { /* polar */ return vec2(atan(p.y, p.x)*(1.0 + floor(u_g1.w*0.5)), length(p)*1.6); } if (dop == 2) { /* kaleidoscope */ float n = 2.0 + floor(u_g1.w); float a = atan(p.y, p.x); float seg = TAU/n; a = abs(mod(a, seg) - seg*0.5); return vec2(cos(a), sin(a))*length(p); } if (dop == 3) return abs(p); /* mirror */ if (dop == 4) { /* soft grid repeat */ return (fract(p*0.5) - 0.5)*2.6; } return p; } vec3 gnColor(int cm, float t, vec2 p){ t = clamp(t, 0.0, 1.0); if (cm == 1) return paletteCyc(t*1.4); if (cm == 2) { /* posterized */ float steps = 3.0 + floor(u_g3.y*5.0); return palette(floor(t*steps)/(steps - 1.0)); } if (cm == 3) { /* duotone + highlight pop */ vec3 c = mix(u_bg, u_c1, smoothstep(0.15, 0.75, t)); return mix(c, u_c3, smoothstep(0.82, 0.98, t)); } return palette(t); } vec3 sceneGenome(vec2 uv){ vec2 p0 = toP(uv); int ft = int(u_g1.x); int dop = int(u_g1.y); int cm = int(u_g2.x); int sh = int(u_g2.y); int ov = int(u_g2.z); vec2 p = gnDomain(dop, p0*(0.6 + u_g3.z*1.4)); vec2 so = SO(); p += u_g1.z*u_warp*0.8*vec2(fbm(p*0.6 + so) - 0.5, fbm(p*0.6 - so) - 0.5)*2.0; float f = gnField(ft, p); vec3 col = gnColor(cm, f*1.15 - 0.05, p); if (sh == 1) { /* embossed light */ float e = 0.05; float fx = gnField(ft, p + vec2(e, 0.0)); float fy = gnField(ft, p + vec2(0.0, e)); vec3 n = normalize(vec3(-(fx - f)/e*2.0, -(fy - f)/e*2.0, 1.0)); float la = u_lightAngle*PI/180.0; vec3 L = normalize(vec3(cos(la), sin(la), 0.6)); float diff = max(dot(n, L), 0.0); float spec = pow(max(dot(n, normalize(L + vec3(0,0,1))), 0.0), u_gloss); col *= 0.35 + 0.8*diff; col += vec3(1.0)*spec*u_light*0.7; } else if (sh == 2) { /* glowing edges */ float e = 0.04; float g = abs(gnField(ft, p + vec2(e,0.0)) - f) + abs(gnField(ft, p + vec2(0.0,e)) - f); col = mix(u_bg, col, 0.35); col += palette(clamp(f + 0.2, 0.0, 1.0)) * smoothstep(0.01, 0.14, g) * u_light * 1.4; } else if (sh == 3) { /* deep contrast carve */ col *= smoothstep(0.0, 0.55, f)*1.25; col = mix(u_bg, col, smoothstep(0.08, 0.35, f)); } if (ov == 1) { /* stripes */ float s = sin(p0.x*u_g2.w*40.0 + f*6.0); col *= 0.82 + 0.18*smoothstep(-0.2, 0.4, s); } else if (ov == 2) { /* dot lattice */ vec2 g = fract(p0*u_g2.w*16.0) - 0.5; col *= 0.78 + 0.22*smoothstep(0.42, 0.30, length(g)); } else if (ov == 3) { /* scanlines */ col *= 0.86 + 0.14*sin(uv.y*u_res.y*0.7 + f*3.0); } return col; } /* ---------------- dispatch + post ---------------- */ vec3 sceneFor(int m, vec2 uv){ if (m == 0) return sceneChrome(uv); if (m == 1) return sceneSilk(uv); if (m == 2) return sceneBloom(uv); if (m == 3) return sceneAura(uv); if (m == 4) return sceneRays(uv); if (m == 5) return sceneHalftone(uv); if (m == 6) return sceneGlyphs(uv); if (m == 7) return sceneReeded(uv); return sceneMosaic(uv); } vec3 scene(vec2 uv){ if (u_genome == 1) return sceneGenome(uv); vec3 a = sceneFor(u_mode, uv); if (u_synth == 0) return a; vec3 b = sceneFor(u_modeB, uv); float asp = u_res.x/u_res.y; vec2 c = (uv - 0.5)*vec2(asp, 1.0); if (u_mixOp == 1) { /* screen: layered light */ return mix(a, 1.0 - (1.0 - a)*(1.0 - b), u_blend); } if (u_mixOp == 2) { /* multiply with lift */ return mix(a, a*b*1.6 + a*0.12, u_blend); } if (u_mixOp == 3) { /* radial: B grows from center */ float m = smoothstep(0.15, 0.85, length(c)*1.15); return mix(b, a, mix(1.0, m, u_blend)); } if (u_mixOp == 4) { /* soft diagonal split */ float ang = TAU*hash11(u_seed*0.091 + 5.0); float m = smoothstep(-0.45, 0.45, cos(ang)*c.x + sin(ang)*c.y); return mix(a, b, m*u_blend); } /* default: organic noise mask */ float m = fbm(c*1.6 + SO()*0.7 + LT()*0.5); m = smoothstep(0.32, 0.68, m); return mix(a, b, m*u_blend); } void main(){ vec2 uv = gl_FragCoord.xy/u_res; vec3 col; /* CA re-renders per channel. It calls the single-mode renderer directly to keep the D3D linker's static inlining budget low. */ if (u_ca > 0.004 && u_synth == 0 && u_genome == 0){ vec2 off = (uv-0.5)*u_ca*0.016; col = vec3(sceneFor(u_mode, uv-off).r, sceneFor(u_mode, uv).g, sceneFor(u_mode, uv+off).b); } else { col = scene(uv); } /* glow: soft luminance knee */ float lum = dot(col, vec3(0.299,0.587,0.114)); col += u_glow * col * lum * 0.85; /* grade */ if (abs(u_hue) > 0.5) col = hueRotate(col, u_hue); float l2 = dot(col, vec3(0.299,0.587,0.114)); col = mix(vec3(l2), col, u_sat); col *= u_exposure; col = (col - 0.5)*u_contrast + 0.5; /* vignette */ float asp = u_res.x/u_res.y; vec2 vc = (uv-0.5)*vec2(asp,1.0); col *= 1.0 - u_vig*smoothstep(0.35, 1.05, length(vc)); /* film grain — quantized steps keep the loop perfect */ float gstep = floor(u_phase*24.0); float gr = hash21(gl_FragCoord.xy*0.71 + vec2(gstep*3.1, gstep*7.7)); col += (gr-0.5)*u_grain*0.55; fragColor = vec4(clamp(col, 0.0, 1.0), 1.0); } `;