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; 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) { 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); }