diff options
author | Henrique Alves <henriquelalves@gmail.com> | 2020-04-20 11:01:32 -0300 |
---|---|---|
committer | Henrique Alves <henriquelalves@gmail.com> | 2020-04-20 11:01:32 -0300 |
commit | c9dc31cc93030a994008049689e5f52b9d059eaf (patch) | |
tree | cb8a78b667e930bf93821cb2d85cc213e324688c /CRTShader.shader | |
parent | 9a28258ed9937770c11ef5794701014c9870abd5 (diff) | |
download | plugin-godot-simple-crt-shader-c9dc31cc93030a994008049689e5f52b9d059eaf.tar.gz plugin-godot-simple-crt-shader-c9dc31cc93030a994008049689e5f52b9d059eaf.tar.bz2 plugin-godot-simple-crt-shader-c9dc31cc93030a994008049689e5f52b9d059eaf.zip |
Tweak project settings
Diffstat (limited to 'CRTShader.shader')
-rw-r--r-- | CRTShader.shader | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/CRTShader.shader b/CRTShader.shader new file mode 100644 index 0000000..d7e8afd --- /dev/null +++ b/CRTShader.shader @@ -0,0 +1,65 @@ +shader_type canvas_item; + +uniform float screen_width = 1024; +uniform float screen_height = 600; + +// Curvature +uniform float BarrelPower =1.1; +// Color bleeding +uniform float color_bleeding = 1.2; +uniform float bleeding_range_x = 3; +uniform float bleeding_range_y = 3; +// Scanline +uniform float lines_distance = 4.0; +uniform float scan_size = 2.0; +uniform float scanline_alpha = 0.9; +uniform float lines_velocity = 30.0; + +vec2 distort(vec2 p) +{ + float angle = p.y / p.x; + float theta = atan(p.y,p.x); + float radius = pow(length(p), BarrelPower); + + p.x = radius * cos(theta); + p.y = radius * sin(theta); + + return 0.5 * (p + vec2(1.0,1.0)); +} + +void get_color_bleeding(inout vec4 current_color,inout vec4 color_left){ + current_color = current_color*vec4(color_bleeding,0.5,1.0-color_bleeding,1); + color_left = color_left*vec4(1.0-color_bleeding,0.5,color_bleeding,1); +} + +void get_color_scanline(vec2 uv,inout vec4 c,float time){ + float line_row = floor((uv.y * screen_height/scan_size) + mod(time*lines_velocity, lines_distance)); + float n = 1.0 - ceil((mod(line_row,lines_distance)/lines_distance)); + c = c - n*c*(1.0 - scanline_alpha); + c.a = 1.0; +} + +void fragment() +{ + vec2 xy = SCREEN_UV * 2.0; + xy.x -= 1.0; + xy.y -= 1.0; + + float d = length(xy); + if(d < 1.5){ + xy = distort(xy); + } + else{ + xy = SCREEN_UV; + } + + float pixel_size_x = 1.0/screen_width*bleeding_range_x; + float pixel_size_y = 1.0/screen_height*bleeding_range_y; + vec4 color_left = texture(SCREEN_TEXTURE,xy - vec2(pixel_size_x, pixel_size_y)); + vec4 current_color = texture(SCREEN_TEXTURE,xy); + get_color_bleeding(current_color,color_left); + vec4 c = current_color+color_left; + get_color_scanline(xy,c,TIME); + COLOR = c; + +} |