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| author | Sophia Pearson <codergal89@gmail.com> | 2022-12-24 11:21:04 +0100 |
|---|---|---|
| committer | Sophia Pearson <codergal89@gmail.com> | 2022-12-24 11:21:04 +0100 |
| commit | 3f86cb00681200d89b5c09d5c6b6bde53b6c75bd (patch) | |
| tree | 84523239f61c965e5010977bb64d8bea188cf34f /Assets/Shaders/crt_shader.gdshader | |
| parent | 8127b227a172a96d11beaf3cf8d9cc67fa830d03 (diff) | |
| download | texty-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.gdshader | 78 |
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); -} |
