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/*
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 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 float boost_intensity : hint_range(1.0, 2.0, 0.01) = 1.2;
const float PI = 3.14159265359;
/**
* 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 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) {
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;
}
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)
);
color = mix(
color,
scan_lines(color, SCREEN_UV),
float(scan_lines_enabled)
);
COLOR = vec4(color, 1.0);
}
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