[gd_scene load_steps=12 format=2] [ext_resource path="res://sample.png" type="Texture" id=1] [ext_resource path="res://white.png" type="Texture" id=2] [ext_resource path="res://CRTFrame.png" type="Texture" id=3] [sub_resource type="Shader" id=1] code = "shader_type canvas_item; uniform float BarrelPower =1.1; 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 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; } COLOR = texture(SCREEN_TEXTURE,xy); } " [sub_resource type="ShaderMaterial" id=2] shader = SubResource( 1 ) shader_param/BarrelPower = 1.1 [sub_resource type="Shader" id=3] code = "shader_type canvas_item; uniform float color_bleeding = 0.9; uniform float bleeding_range = 2; uniform float screen_width = 1024; void fragment() { float pixel_size = 1.0/screen_width*bleeding_range; vec4 color_left = texture(SCREEN_TEXTURE,SCREEN_UV - vec2(pixel_size, 0)); vec4 current_color = texture(SCREEN_TEXTURE,SCREEN_UV); current_color = current_color*vec4(color_bleeding,0.5,0.25,1); color_left = color_left*vec4(0.25,0.5,color_bleeding,1); COLOR.rgba = (current_color + color_left); }" [sub_resource type="ShaderMaterial" id=4] shader = SubResource( 3 ) shader_param/color_bleeding = 0.9 shader_param/bleeding_range = 2.0 shader_param/screen_width = 1024.0 [sub_resource type="Shader" id=5] code = "shader_type canvas_item; uniform float lines_distance = 4.0; uniform float pixel_size = 2.0; uniform float size_screen = 600; uniform float scanline_alpha = 0.9; uniform float lines_velocity = 30.0; void fragment() { float line_row = floor((SCREEN_UV.y * size_screen/pixel_size) + mod(TIME*lines_velocity, lines_distance)); float n = 1.0 - ceil((mod(line_row,lines_distance)/lines_distance)); vec4 c = texture(SCREEN_TEXTURE,SCREEN_UV); c = c - n*c*(1.0 - scanline_alpha); c.a = 1.0; COLOR = c; }" [sub_resource type="ShaderMaterial" id=6] shader = SubResource( 5 ) shader_param/lines_distance = 4.0 shader_param/pixel_size = 2.0 shader_param/size_screen = 600.0 shader_param/scanline_alpha = 0.9 shader_param/lines_velocity = 30.0 [sub_resource type="Shader" id=7] code = "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,0.5,0.25,1); color_left = color_left*vec4(0.25,0.5,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; } " [sub_resource type="ShaderMaterial" id=8] shader = SubResource( 7 ) shader_param/screen_width = 1024.0 shader_param/screen_height = 600.0 shader_param/BarrelPower = 1.1 shader_param/color_bleeding = 1.0 shader_param/bleeding_range_x = 1.0 shader_param/bleeding_range_y = 1.0 shader_param/lines_distance = 4.0 shader_param/scan_size = 2.0 shader_param/scanline_alpha = 0.9 shader_param/lines_velocity = 30.0 [node name="Control" type="Control"] margin_right = 40.0 margin_bottom = 40.0 [node name="Sprite" type="Sprite" parent="."] texture = ExtResource( 1 ) centered = false [node name="Shaders" type="Control" parent="."] margin_right = 40.0 margin_bottom = 40.0 [node name="Curvature" type="TextureRect" parent="Shaders"] visible = false material = SubResource( 2 ) margin_right = 1024.0 margin_bottom = 600.0 texture = ExtResource( 2 ) expand = true [node name="ColorBleeding" type="TextureRect" parent="Shaders"] visible = false material = SubResource( 4 ) margin_right = 1024.0 margin_bottom = 600.0 texture = ExtResource( 2 ) expand = true [node name="ScanLine" type="TextureRect" parent="Shaders"] visible = false material = SubResource( 6 ) margin_right = 1024.0 margin_bottom = 600.0 texture = ExtResource( 2 ) expand = true [node name="CRT" type="TextureRect" parent="Shaders"] material = SubResource( 8 ) margin_right = 1024.0 margin_bottom = 600.0 texture = ExtResource( 2 ) expand = true __meta__ = { "_edit_use_anchors_": false } [node name="CRTFrame" type="TextureRect" parent="."] margin_right = 1082.0 margin_bottom = 812.0 rect_scale = Vector2( 0.946396, 0.738916 ) texture = ExtResource( 3 )