precision mediump float; varying vec2 vUv; uniform sampler2D uSource; uniform float uSharpenBoost; uniform float uClarityBoost; uniform float uDenoiseLuma; uniform float uDenoiseColor; uniform float uGrainAmount; uniform float uGrainScale; uniform float uImageWidth; float pseudoNoise(float seed) { float x = sin(seed * 12.9898) * 43758.5453; return fract(x); } void main() { vec4 color = texture2D(uSource, vUv); vec3 rgb = color.rgb * 255.0; float luma = dot(rgb, vec3(0.2126, 0.7152, 0.0722)); rgb.r = rgb.r + (rgb.r - luma) * uSharpenBoost * 0.6; rgb.g = rgb.g + (rgb.g - luma) * uSharpenBoost * 0.6; rgb.b = rgb.b + (rgb.b - luma) * uSharpenBoost * 0.6; float midtoneFactor = 1.0 - abs(luma / 255.0 - 0.5) * 2.0; float clarityScale = 1.0 + uClarityBoost * midtoneFactor * 0.7; rgb = (rgb - 128.0) * clarityScale + 128.0; if (uDenoiseLuma > 0.0 || uDenoiseColor > 0.0) { rgb = rgb * (1.0 - uDenoiseLuma * 0.2) + vec3(luma) * uDenoiseLuma * 0.2; float average = (rgb.r + rgb.g + rgb.b) / 3.0; rgb = rgb * (1.0 - uDenoiseColor * 0.2) + vec3(average) * uDenoiseColor * 0.2; } if (uGrainAmount > 0.0) { float pixelX = floor(gl_FragCoord.x); float pixelY = floor(gl_FragCoord.y); float pixelIndex = ((pixelY * max(1.0, uImageWidth)) + pixelX) * 4.0; float grainSeed = (pixelIndex + 1.0) / max(0.5, uGrainScale); float grain = (pseudoNoise(grainSeed) - 0.5) * uGrainAmount * 40.0; rgb += vec3(grain); } gl_FragColor = vec4(clamp(rgb / 255.0, 0.0, 1.0), color.a); }