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[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 = 1.2
shader_param/bleeding_range_x = 3.0
shader_param/bleeding_range_y = 3.0
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 )
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