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authorSophia Pearson <codergal89@gmail.com>2022-12-24 11:21:04 +0100
committerSophia Pearson <codergal89@gmail.com>2022-12-24 11:21:04 +0100
commit3f86cb00681200d89b5c09d5c6b6bde53b6c75bd (patch)
tree84523239f61c965e5010977bb64d8bea188cf34f /Assets/Shaders/crt_shader.gdshader
parent8127b227a172a96d11beaf3cf8d9cc67fa830d03 (diff)
downloadtexty-3f86cb00681200d89b5c09d5c6b6bde53b6c75bd.tar.xz
texty-3f86cb00681200d89b5c09d5c6b6bde53b6c75bd.zip
effects: start rework of screen effect
Diffstat (limited to 'Assets/Shaders/crt_shader.gdshader')
-rw-r--r--Assets/Shaders/crt_shader.gdshader78
1 files changed, 0 insertions, 78 deletions
diff --git a/Assets/Shaders/crt_shader.gdshader b/Assets/Shaders/crt_shader.gdshader
deleted file mode 100644
index e91bcfd..0000000
--- a/Assets/Shaders/crt_shader.gdshader
+++ /dev/null
@@ -1,78 +0,0 @@
-shader_type canvas_item;
-
-uniform bool bloom_enabled = true;
-uniform float bloom_amount: hint_range(0.0, 0.5, 0.01) = 0.5;
-uniform float bloom_radius: hint_range(0.0, 10.0, 0.1) = 2.0;
-
-uniform bool chromatic_abberation_enabled = true;
-uniform float chromatic_abberation_amount : hint_range(0.0, 10.0, 0.01) = 4.0;
-
-uniform bool scan_lines_enabled = true;
-uniform float scan_lines_count : hint_range(0, 180, 1) = 180;
-uniform float scan_lines_opacity : hint_range(0.0, 1.0, 0.01) = 1.0;
-
-uniform bool vignette_enabled = true;
-uniform float vignette_opacity : hint_range(0.0, 1.0, 0.01) = 0.2;
-
-uniform float boost_intensity : hint_range(1.0, 2.0, 0.01) = 1.2;
-
-/**
- * Apply bloom.
- */
-vec3 bloom(sampler2D tex, vec2 uv, vec2 pixel_size)
-{
- vec3 glow0 = max(textureLod(tex, uv + vec2(-pixel_size.x, 0), bloom_radius).rgb - bloom_amount, vec3(0.0));
- vec3 glow1 = max(textureLod(tex, uv + vec2(pixel_size.x, 0), bloom_radius).rgb - bloom_amount, vec3(0.0));
- vec3 glow2 = max(textureLod(tex, uv + vec2(0, -pixel_size.y), bloom_radius).rgb - bloom_amount, vec3(0.0));
- vec3 glow3 = max(textureLod(tex, uv + vec2(0, pixel_size.y), bloom_radius).rgb - bloom_amount, vec3(0.0));
-
- return 0.25 * (glow0 + glow1 + glow2 + glow3);
-}
-
-/**
- * Apply chromatic abberation the the given texture.
- */
-vec3 chromatic_abberation(sampler2D tex, vec2 uv, vec2 screen_size) {
- float adjusted_amount = chromatic_abberation_amount / screen_size.x;
-
- vec3 color;
-
- color.r = texture(tex, vec2(clamp(uv.x + adjusted_amount, 0.0, 1.0), uv.y)).r;
- color.g = texture(tex, uv).g;
- color.b = texture(tex, vec2(clamp(uv.x - adjusted_amount, 0.0, 1.0), uv.y)).b;
-
- return color;
-}
-
-/**
- * Apply scan lines
- */
-vec3 scan_lines(vec3 color, vec2 uv) {
- float strength = clamp(sin(uv.y * scan_lines_count * PI * 2.0), 0.65, 0.85);
- vec3 scan_line = vec3(pow(strength, scan_lines_opacity));
- return color * scan_line * boost_intensity;
-}
-
-/**
- * Apply a vignette.
- */
-vec3 vignette(vec3 color, vec2 uv, vec2 screen_size) {
- float vignette = uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y);
- vignette = clamp(pow((screen_size.x / 4.0) * vignette, vignette_opacity), 0.0, 1.0);
- return color * vignette;
-}
-
-void fragment() {
- vec3 color = texture(SCREEN_TEXTURE, SCREEN_UV).rgb;
- vec2 screen_size = 1.0 / SCREEN_PIXEL_SIZE;
-
- vec3 bloom_color = bloom(SCREEN_TEXTURE, SCREEN_UV, SCREEN_PIXEL_SIZE);
- vec3 scan_lines_color = scan_lines(color, SCREEN_UV);
-
- color = mix(color, chromatic_abberation(SCREEN_TEXTURE, SCREEN_UV, screen_size), float(chromatic_abberation_enabled));
- color = mix(color, bloom_color, 0.5 * float(bloom_enabled));
- color = color + scan_lines(color, SCREEN_UV) * float(scan_lines_enabled);
- color = color * vignette(color, SCREEN_UV, screen_size);
-
- COLOR = vec4(color, 1.0);
-}