From baed6725f602da7112b6218bba259649cd6cbc7a Mon Sep 17 00:00:00 2001 From: Sophia Pearson Date: Tue, 6 Sep 2022 13:09:16 +0200 Subject: themeing: improve retro look --- Assets/Shaders/crt_shader.gdshader | 73 ++++++++++++++++++-------------------- Assets/Shaders/crt_shader.tres | 7 ++-- 2 files changed, 40 insertions(+), 40 deletions(-) (limited to 'Assets/Shaders') 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 @@ -1,29 +1,36 @@ -/* -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. */ @@ -39,15 +46,6 @@ vec3 chromatic_abberation(sampler2D tex, vec2 uv, vec2 screen_size) { return color; } -/** - * 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 */ @@ -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 -- cgit v1.2.3