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https://github.com/libretro/slang-shaders.git
synced 2024-11-23 00:10:03 +00:00
Update film-grain.slang
Some code optimizations.
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@ -41,7 +41,7 @@ layout(push_constant) uniform Push
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#pragma parameter GRAIN_AMOUNT "Grain amount" 0.02 0.01 0.2 0.01
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#pragma parameter COLOR_AMOUNT "Color amount" 0.6 0.0 1.0 0.1
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#pragma parameter GRAIN_SIZE "Grain particle size" 1.6 1.5 2.5 0.1
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#pragma parameter LUM_AMOUNT "Luminance amount" 1.0 0.0 2.0 0.1
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#pragma parameter LUM_AMOUNT "Luminance amount" 1.0 0.0 1.0 0.1
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#pragma parameter COLORED "Use colored noise" 0.0 0.0 1.0 1.0
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#define GRAIN_AMOUNT params.GRAIN_AMOUNT
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@ -50,13 +50,15 @@ layout(push_constant) uniform Push
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#define LUM_AMOUNT params.LUM_AMOUNT
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#define COLORED params.COLORED
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#define NOISE(x) (sin(dot(x+vec2(timer,timer),vec2(12.9898,78.233)))*43758.5453)
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float timer = mod(params.FrameCount, 4268.); // Global timer
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const float permTexUnit = 1.0/256.0; // Perm texture texel-size
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const float permTexUnitHalf = 0.5/256.0; // Half perm texture texel-size
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const vec3 rotOffset = vec3(1.425,3.892,5.835); // Rotation offset values
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const vec3 lumcoeff = vec3(0.299,0.587,0.114);
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const float permTexUnit = 1.0 / 256.0; // Perm texture texel-size
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const float permTexUnitHalf = 0.5 / 256.0; // Half perm texture texel-size
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const vec3 rotOffset = vec3(1.425, 3.892, 5.835); // Rotation offset values
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const vec3 lumcoeff = vec3(0.299, 0.587, 0.114);
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const vec4 nRGBA = vec4(1.0, 1.2154, 1.3453, 1.3647);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -74,85 +76,62 @@ void main()
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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//a random texture generator, but you can also use a pre-computed perturbation texture
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vec4 rnm(vec2 tc)
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float rnmA(vec2 tc) {return fract(NOISE(tc) * nRGBA.a ) * 2.0 - 1.0;}
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vec2 rnmRG(vec2 tc) {return fract(NOISE(tc) * nRGBA.rg ) * 2.0 - vec2(1.0);}
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vec2 fade(vec2 t) {return t * t * t * (t * (t * 6.0 - vec2(15.0)) + vec2(10.0));}
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float noise2D_contr(vec2 pi, vec2 pf, vec2 pxy, vec2 ptu)
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{
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float noise = sin(dot(tc + vec2(timer,timer),vec2(12.9898,78.233))) * 43758.5453;
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// Noise contributions from (pxy)
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float perm = rnmA(pi.xy + ptu);
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vec2 grad = rnmRG(vec2(perm, 0.0)) * 4.0 - vec2(1.0);
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float noiseR = fract(noise)*2.0-1.0;
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float noiseG = fract(noise*1.2154)*2.0-1.0;
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float noiseB = fract(noise*1.3453)*2.0-1.0;
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float noiseA = fract(noise*1.3647)*2.0-1.0;
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return vec4(noiseR,noiseG,noiseB,noiseA);
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return dot(grad, pf - pxy);
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}
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float fade(float t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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float pnoise3D(vec3 p)
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float pnoise2D(vec2 p)
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{
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vec3 pi = permTexUnit*floor(p)+permTexUnitHalf; // Integer part, scaled so +1 moves permTexUnit texel
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// and offset 1/2 texel to sample texel centers
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vec3 pf = fract(p); // Fractional part for interpolation
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// Integer part, scaled so +1 moves permTexUnit texel
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vec2 pi = permTexUnit * floor(p) + permTexUnitHalf;
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// Noise contributions from (x=0, y=0), z=0 and z=1
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float perm00 = rnm(pi.xy).a ;
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vec3 grad000 = rnm(vec2(perm00, pi.z)).rgb * 4.0 - 1.0;
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float n000 = dot(grad000, pf);
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vec3 grad001 = rnm(vec2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n001 = dot(grad001, pf - vec3(0.0, 0.0, 1.0));
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// and offset 1/2 texel to sample texel centers. Fractional part for interpolation
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vec2 pf = fract(p);
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// Noise contributions from (x=0, y=1), z=0 and z=1
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float perm01 = rnm(pi.xy + vec2(0.0, permTexUnit)).a ;
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vec3 grad010 = rnm(vec2(perm01, pi.z)).rgb * 4.0 - 1.0;
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float n010 = dot(grad010, pf - vec3(0.0, 1.0, 0.0));
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vec3 grad011 = rnm(vec2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n011 = dot(grad011, pf - vec3(0.0, 1.0, 1.0));
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// Noise contributions from (x=0, y=0), (x=0, y=1), (x=1, y=0), (x=1, y=1).
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float n00 = noise2D_contr(pi, pf, vec2(0.0, 0.0), vec2( 0.0, 0.0));
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float n01 = noise2D_contr(pi, pf, vec2(0.0, 1.0), vec2( 0.0, permTexUnit));
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float n10 = noise2D_contr(pi, pf, vec2(1.0, 0.0), vec2(permTexUnit, 0.0));
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float n11 = noise2D_contr(pi, pf, vec2(1.0, 1.0), vec2(permTexUnit, permTexUnit));
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// Noise contributions from (x=1, y=0), z=0 and z=1
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float perm10 = rnm(pi.xy + vec2(permTexUnit, 0.0)).a ;
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vec3 grad100 = rnm(vec2(perm10, pi.z)).rgb * 4.0 - 1.0;
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float n100 = dot(grad100, pf - vec3(1.0, 0.0, 0.0));
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vec3 grad101 = rnm(vec2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n101 = dot(grad101, pf - vec3(1.0, 0.0, 1.0));
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// Noise contributions from (x=1, y=1), z=0 and z=1
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float perm11 = rnm(pi.xy + vec2(permTexUnit, permTexUnit)).a ;
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vec3 grad110 = rnm(vec2(perm11, pi.z)).rgb * 4.0 - 1.0;
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float n110 = dot(grad110, pf - vec3(1.0, 1.0, 0.0));
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vec3 grad111 = rnm(vec2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n111 = dot(grad111, pf - vec3(1.0, 1.0, 1.0));
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vec2 fd = fade(pf);
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// Blend contributions along x
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vec4 n_x = mix(vec4(n000, n001, n010, n011), vec4(n100, n101, n110, n111), fade(pf.x));
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fd.x);
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// Blend contributions along y
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vec2 n_xy = mix(n_x.xy, n_x.zw, fade(pf.y));
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float n_xy = mix(n_x.x, n_x.y, fd.y);
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// Blend contributions along z
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float n_xyz = mix(n_xy.x, n_xy.y, fade(pf.z));
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// We're done, return the final noise value.
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return n_xyz;
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// We're done, return the final noise value
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return n_xy;
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}
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//2d coordinate orientation thing
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vec2 coordRot(in vec2 tc, in float angle, float width, float height)
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vec2 coordRot(vec2 tc, float angle, float width, float height)
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{
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float aspect = width/height;
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float rotX = ((tc.x*2.0-1.0)*aspect*cos(angle)) - ((tc.y*2.0-1.0)*sin(angle));
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float rotY = ((tc.y*2.0-1.0)*cos(angle)) + ((tc.x*2.0-1.0)*aspect*sin(angle));
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rotX = ((rotX/aspect)*0.5+0.5);
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rotY = rotY*0.5+0.5;
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return vec2(rotX,rotY);
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float aspect = width / height;
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float rotX = ((tc.x * 2.0 - 1.0) * aspect * cos(angle)) - ((tc.y * 2.0 - 1.0) * sin(angle));
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float rotY = ((tc.x * 2.0 - 1.0) * aspect * sin(angle)) + ((tc.y * 2.0 - 1.0) * cos(angle));
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rotX = ((rotX / aspect) * 0.5 + 0.5);
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rotY = rotY * 0.5 + 0.5;
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return vec2(rotX, rotY);
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}
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void main()
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@ -166,26 +145,26 @@ void main()
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vec2 texCoord = vTexCoord;
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vec2 rotCoordsR = coordRot(texCoord, timer + rotOffset.x, width, height);
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vec3 noise = vec3(pnoise3D(vec3(rotCoordsR*vec2(width/GRAIN_SIZE,height/GRAIN_SIZE),0.0)));
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vec3 noise = vec3(pnoise2D(vec2(rotCoordsR * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))));
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if (COLORED == 1.0)
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{
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vec2 rotCoordsG = coordRot(texCoord, timer + rotOffset.y, width, height);
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vec2 rotCoordsB = coordRot(texCoord, timer + rotOffset.z, width, height);
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noise.g = mix(noise.r,pnoise3D(vec3(rotCoordsG*vec2(width/GRAIN_SIZE,height/GRAIN_SIZE),1.0)),COLOR_AMOUNT);
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noise.b = mix(noise.r,pnoise3D(vec3(rotCoordsB*vec2(width/GRAIN_SIZE,height/GRAIN_SIZE),2.0)),COLOR_AMOUNT);
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noise.g = mix(noise.r, pnoise2D(vec2(rotCoordsG * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))), COLOR_AMOUNT);
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noise.b = mix(noise.r, pnoise2D(vec2(rotCoordsB * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))), COLOR_AMOUNT);
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}
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vec3 col = texture(Source, texCoord).rgb;
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//noisiness response curve based on scene luminance
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float luminance = mix(0.0,dot(col, lumcoeff),LUM_AMOUNT);
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float lum = smoothstep(0.2,0.0,luminance);
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float luminance = mix(0.0, dot(col, lumcoeff), LUM_AMOUNT);
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float lum = smoothstep(0.2, 0.0, luminance);
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lum += luminance;
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noise = mix(noise,vec3(0.0),pow(lum,4.0));
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col = col+noise*GRAIN_AMOUNT;
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noise = mix(noise, vec3(0.0), pow(lum, 4.0));
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col = col + noise * GRAIN_AMOUNT;
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FragColor = vec4(col,1.0);
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FragColor = vec4(col, 1.0);
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}
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