shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture; 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; }