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authorSophia Pearson <codergal89@gmail.com>2022-09-06 13:09:16 +0200
committerSophia Pearson <codergal89@gmail.com>2022-09-06 13:09:16 +0200
commitbaed6725f602da7112b6218bba259649cd6cbc7a (patch)
treeab61f18bf146e20fb6c6756bb9016edb547cd5fa /Assets/Shaders
parente395080aae6c4d3739b0cba4a3aa9e380d9e68a1 (diff)
downloadtexty-baed6725f602da7112b6218bba259649cd6cbc7a.tar.xz
texty-baed6725f602da7112b6218bba259649cd6cbc7a.zip
themeing: improve retro look
Diffstat (limited to 'Assets/Shaders')
-rw-r--r--Assets/Shaders/crt_shader.gdshader73
-rw-r--r--Assets/Shaders/crt_shader.tres7
2 files changed, 40 insertions, 40 deletions
diff --git a/Assets/Shaders/crt_shader.gdshader b/Assets/Shaders/crt_shader.gdshader
index 5c698a6..456262a 100644
--- a/Assets/Shaders/crt_shader.gdshader
+++ b/Assets/Shaders/crt_shader.gdshader
@@ -1,30 +1,37 @@
-/*
-Godot 3 2D CRT Shader.
-A 2D shader for Godot 3 simulating a CRT..
-Author: hiulit
-Repository: https://github.com/hiulit/Godot-3-2D-CRT-Shader
-Issues: https://github.com/hiulit/Godot-3-2D-CRT-Shader/issues
-License: MIT https://github.com/hiulit/Godot-3-2D-CRT-Shader/blob/master/LICENSE
-*/
-
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 vignette_enabled = true;
-uniform float vignette_opacity : hint_range(0.0, 1.0, 0.01) = 0.2;
-
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;
const float PI = 3.14159265359;
/**
+ * 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) {
@@ -40,15 +47,6 @@ vec3 chromatic_abberation(sampler2D tex, vec2 uv, vec2 screen_size) {
}
/**
- * 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;
-}
-
-/**
* Apply scan lines
*/
vec3 scan_lines(vec3 color, vec2 uv) {
@@ -57,27 +55,26 @@ vec3 scan_lines(vec3 color, vec2 uv) {
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;
- color = mix(
- color,
- chromatic_abberation(SCREEN_TEXTURE, SCREEN_UV, screen_size),
- float(chromatic_abberation_enabled)
- );
-
- color = mix(
- color,
- vignette(color, SCREEN_UV, screen_size),
- float(vignette_enabled)
- );
+ vec3 bloom_color = bloom(SCREEN_TEXTURE, SCREEN_UV, SCREEN_PIXEL_SIZE);
+ vec3 scan_lines_color = scan_lines(color, SCREEN_UV);
- color = mix(
- color,
- scan_lines(color, SCREEN_UV),
- float(scan_lines_enabled)
- );
+ 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);
-} \ No newline at end of file
+}
diff --git a/Assets/Shaders/crt_shader.tres b/Assets/Shaders/crt_shader.tres
index cf5c247..4a7bb37 100644
--- a/Assets/Shaders/crt_shader.tres
+++ b/Assets/Shaders/crt_shader.tres
@@ -4,11 +4,14 @@
[resource]
shader = ExtResource( 1 )
+shader_param/bloom_enabled = true
+shader_param/bloom_amount = 0.5
+shader_param/bloom_radius = 2.0
shader_param/chromatic_abberation_enabled = true
shader_param/chromatic_abberation_amount = 4.0
-shader_param/vignette_enabled = true
-shader_param/vignette_opacity = 0.1
shader_param/scan_lines_enabled = true
shader_param/scan_lines_count = 180.0
shader_param/scan_lines_opacity = 1.0
+shader_param/vignette_enabled = true
+shader_param/vignette_opacity = 0.1
shader_param/boost_intensity = 1.3