Hi all!
Is there a way to add a static/white noise effect that you can add to the screen? Also is it possible to have it as a layer that can be put under buttons and not effect everything on the screen?
Hi all!
Is there a way to add a static/white noise effect that you can add to the screen? Also is it possible to have it as a layer that can be put under buttons and not effect everything on the screen?
Have you looked into using shaders? Asthma has a bunch of great OpenGL perlin noise functions that, when shrunk down a lot, look like static.
Edit: Here’s an example of using a shader to create static, with objects that aren’t covered by the effect
--# Main
-- Static
function setup()
sprites = {}
for i = 1, 10 do
table.insert(sprites, vec2(math.random(100, WIDTH - 100), math.random(100, HEIGHT - 100)))
end
screen = image(WIDTH, HEIGHT)
effect = mesh()
effect:addRect(WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT)
effect.texture = screen
effect.shader = shader(Shaders.Static.vS, Shaders.Static.fS)
end
function draw()
background(0)
setContext(screen)
background(255)
noStroke()
for k, v in ipairs(sprites) do
sprite("Planet Cute:Character Boy", v.x, v.y)
end
setContext()
effect.shader.time = ElapsedTime
effect:draw()
fill(255)
font("HelveticaNeue-Light")
fontSize(36)
text("This text is not covered by the static", WIDTH / 2, HEIGHT / 2)
fill(255, 127, 0)
rect(100, 100, 200, 200)
fill(0, 127, 255)
ellipse(600, 600, 100, 100)
end
--# Shaders
Shaders = {
Static = {
vS = [[
//
// A basic vertex shader
//
//This is the current model * view * projection matrix
// Codea sets it automatically
uniform mat4 modelViewProjection;
//This is the current mesh vertex position, color and tex coord
// Set automatically
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
//This is an output variable that will be passed to the fragment shader
varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
void main()
{
//Pass the mesh color to the fragment shader
vColor = color;
vTexCoord = texCoord;
//Multiply the vertex position by our combined transform
gl_Position = modelViewProjection * position;
}
]],
fS = [[
//
// A basic fragment shader
//
//Default precision qualifier
precision highp float;
//This represents the current texture on the mesh
uniform lowp sampler2D texture;
uniform float time;
//The interpolated vertex color for this fragment
varying lowp vec4 vColor;
//The interpolated texture coordinate for this fragment
varying highp vec2 vTexCoord;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main()
{
//Sample the texture at the interpolated coordinate
lowp vec4 col = texture2D( texture, vTexCoord ) * vColor;
col *= snoise(vec3(vTexCoord.x * 10000.0, vTexCoord.y * 10000.0, time * 10000.0)) * 0.5 + 0.5;
//Set the output color to the texture color
gl_FragColor = col;
}
]],
},
}
That’s awesome! When it’s overlaid over the sprites t actually looks a little like the film grain effect you sometimes see in games
Awesome thanks!
Guess it’s not a very easy thing to add, I need to examine that code and figure out what is doing what.
Appreciate the help!