1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
|
[gd_scene load_steps=28 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://addons/crt_shader/CRTFrame.png" type="Texture" id=3]
[ext_resource path="res://character.png" type="Texture" id=4]
[ext_resource path="res://Character.gd" type="Script" id=5]
[ext_resource path="res://addons/crt_shader/ShaderScreen.material" type="Material" id=6]
[sub_resource type="AtlasTexture" id=9]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 120, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=10]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 140, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=11]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 160, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=12]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 180, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=13]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 200, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=14]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 220, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=15]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 240, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=16]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 260, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=17]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 0, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=18]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 20, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=19]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 40, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=20]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 60, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=21]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 80, 0, 20, 24 )
[sub_resource type="AtlasTexture" id=22]
flags = 4
atlas = ExtResource( 4 )
region = Rect2( 100, 0, 20, 24 )
[sub_resource type="SpriteFrames" id=23]
animations = [ {
"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ) ],
"loop": true,
"name": "idle",
"speed": 5.0
}, {
"frames": [ SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ) ],
"loop": true,
"name": "run",
"speed": 5.0
} ]
[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
[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="Character" type="AnimatedSprite" parent="."]
position = Vector2( 95.038, 473.203 )
scale = Vector2( 3.77667, 3.77667 )
frames = SubResource( 23 )
animation = "idle"
script = ExtResource( 5 )
[node name="Shaders" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
__meta__ = {
"_edit_use_anchors_": false
}
[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 = ExtResource( 6 )
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 )
__meta__ = {
"_edit_use_anchors_": false
}
|