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-rw-r--r--CRTShader.shader65
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;
+
+}