/* License CC BY-NC-SA 4.0 Deed */ /* https://creativecommons.org/licenses/by-nc-sa/4.0/ */ /* Fork of Ryk's VCR distortion shader */ /* https://www.shadertoy.com/view/ldjGzV */ shader_type canvas_item; uniform sampler2D screen_texture: hint_screen_texture, filter_linear_mipmap, repeat_disable; group_uniforms Image; uniform float curvature: hint_range(0., 10., .01) = 2.; uniform float skip: hint_range(0., 1., .01) = 1.; uniform float image_flicker: hint_range(0., 1., .01) = 1.; group_uniforms Vignette; uniform float vignette_flicker_speed: hint_range(0., 2., .01) = 1.; uniform float vignette_strength: hint_range(0., 2., 0.01) = 1.; group_uniforms Scanlines; uniform float small_scanlines_speed: hint_range(0., 10., .01) = 1.; uniform float small_scanlines_proximity: hint_range(.01, 2., .01) = 1.; uniform float small_scanlines_opacity: hint_range(0.01, 5., .01) = 1.; uniform float scanlines_opacity: hint_range(0., 2., .01) = 1.; uniform float scanlines_speed: hint_range(0., 5., .01) = 1.; uniform float scanline_thickness: hint_range(0., .6, .01) = 0.5; uniform float scanlines_spacing: hint_range(0.3, 3., .01) = 1.; group_uniforms Noise; uniform sampler2D noise_texture: filter_linear_mipmap, repeat_enable; float noise(vec2 p, vec2 uv) { float s = texture(noise_texture,vec2(1.*TIME,2.*TIME)*8. + p*1.).x; s *= s; return s; } float onOff(float a, float b, float c) { return step(c, sin(TIME + a*cos(TIME*b))); } float ramp(float y, float start, float end) { float inside = step(start,y) - step(end,y); float fact = (y-start)/(end-start)*inside; return (1.-fact) * inside; } float stripes(vec2 uv) { float noi = noise(uv*vec2(0.5,1.) + vec2(1.,3.), uv)*scanlines_opacity; return ramp(mod(uv.y*4.*scanlines_spacing + TIME*scanlines_speed/(2.*scanlines_spacing)+sin(TIME*scanlines_speed + sin(TIME*scanlines_speed*0.63*scanlines_spacing)),1.),scanline_thickness,.6)*noi; } vec3 getVideo(vec2 uv) { vec2 look = uv; float window = 1./(1.+20.*(look.y-mod(TIME/4.,1.))*(look.y-mod(TIME/4.,1.)))*image_flicker; look.x = look.x + sin(look.y*10. + TIME)/50.*onOff(4.,4.,.3)*(1.+cos(TIME*80.))*window; float vShift = 0.4*onOff(2.,3.,.9)*(sin(TIME)*sin(TIME*20.)+(0.5 + 0.1*sin(TIME*200.)*cos(TIME)))*skip; look.y = mod(look.y + vShift, 1.); vec3 video = texture(screen_texture,look).xyz; return video; } vec2 screenDistort(vec2 uv) { uv -= vec2(.5,.5); uv = uv*1.2*(1./1.2+curvature*uv.x*uv.x*uv.y*uv.y); uv += vec2(.5,.5); return uv; } void fragment() { vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy; uv = screenDistort(uv); vec3 video = getVideo(uv); float vigAmt = 3.+.3*sin(TIME*vignette_flicker_speed+1. + 5.*cos(TIME*5.*vignette_flicker_speed+1.)); vigAmt *= vignette_strength; float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5)); video += stripes(uv); video += noise(uv*2., uv)/2.; video *= vignette; video *= (12./small_scanlines_opacity+mod(uv.y*30.*small_scanlines_proximity+TIME*small_scanlines_speed,1.))/13.*small_scanlines_opacity; COLOR = vec4(video,1.0); }