shader_type canvas_item; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform bool overlay = false; uniform float scanlines_opacity : hint_range(0.0, 1.0) = 0.4; uniform float scanlines_width : hint_range(0.0, 0.5) = 0.25; uniform float grille_opacity : hint_range(0.0, 1.0) = 0.3; uniform vec2 resolution = vec2(640.0, 480.0); uniform bool pixelate = true; uniform bool roll = true; uniform float roll_speed = 8.0; uniform float roll_size : hint_range(0.0, 100.0) = 15.0; uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4; uniform float noise_speed = 5.0; uniform float static_noise_intensity : hint_range(0.0, 1.0) = 0.06; uniform float aberration : hint_range(-1.0, 1.0) = 0.03; uniform float brightness = 1.4; uniform bool discolor = true; uniform float warp_amount : hint_range(0.0, 5.0) = 1.0; uniform bool clip_warp = false; uniform float vignette_intensity = 0.4; uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5; vec2 random(vec2 uv){ uv = vec2(dot(uv, vec2(127.1,311.7)), dot(uv, vec2(269.5,183.3))); return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123); } float noise(vec2 uv) { vec2 uv_index = floor(uv); vec2 uv_fract = fract(uv); vec2 blur = smoothstep(0.0, 1.0, uv_fract); return mix( mix(dot(random(uv_index + vec2(0.0,0.0)), uv_fract - vec2(0.0,0.0)), dot(random(uv_index + vec2(1.0,0.0)), uv_fract - vec2(1.0,0.0)), blur.x), mix(dot(random(uv_index + vec2(0.0,1.0)), uv_fract - vec2(0.0,1.0)), dot(random(uv_index + vec2(1.0,1.0)), uv_fract - vec2(1.0,1.0)), blur.x), blur.y ) * 0.5 + 0.5; } vec2 warp(vec2 uv){ vec2 delta = uv - 0.5; float delta2 = dot(delta.xy, delta.xy); float delta4 = delta2 * delta2; float delta_offset = delta4 * warp_amount; return uv + delta * delta_offset; } float border (vec2 uv){ float radius = min(warp_amount, 0.08); radius = max(min(min(abs(radius * 2.0), abs(1.0)), abs(1.0)), 1e-5); vec2 abs_uv = abs(uv * 2.0 - 1.0) - vec2(1.0, 1.0) + radius; float dist = length(max(vec2(0.0), abs_uv)) / radius; float square = smoothstep(0.96, 1.0, dist); return clamp(1.0 - square, 0.0, 1.0); } float vignette(vec2 uv){ uv *= 1.0 - uv.xy; float vignette = uv.x * uv.y * 15.0; return pow(vignette, vignette_intensity * vignette_opacity); } void fragment() { vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV); vec2 text_uv = uv; vec2 roll_uv = vec2(0.0); float time = roll ? TIME : 0.0; if (pixelate){ text_uv = ceil(uv * resolution) / resolution; } float roll_line = 0.0; if (roll || noise_opacity > 0.0){ roll_line = smoothstep(0.3, 0.9, sin(uv.y * roll_size - (time * roll_speed))); roll_line *= roll_line * smoothstep(0.3, 0.9, sin(uv.y * roll_size * roll_variation - (time * roll_speed * roll_variation))); roll_uv = vec2((roll_line * distort_intensity * (1.-UV.x)), 0.0); } vec4 text; if (roll){ text.r = texture(SCREEN_TEXTURE, text_uv + roll_uv * 0.8 + vec2(aberration, 0.0) * .1).r; text.g = texture(SCREEN_TEXTURE, text_uv + roll_uv * 1.2 - vec2(aberration, 0.0) * .1).g; text.b = texture(SCREEN_TEXTURE, text_uv + roll_uv).b; text.a = 1.0; } else { text.r = texture(SCREEN_TEXTURE, text_uv + vec2(aberration, 0.0) * .1).r; text.g = texture(SCREEN_TEXTURE, text_uv - vec2(aberration, 0.0) * .1).g; text.b = texture(SCREEN_TEXTURE, text_uv).b; text.a = 1.0; } float r = text.r; float g = text.g; float b = text.b; uv = warp(UV); if (grille_opacity > 0.0){ float g_r = smoothstep(0.85, 0.95, abs(sin(uv.x * (resolution.x * 3.14159265)))); r = mix(r, r * g_r, grille_opacity); float g_g = smoothstep(0.85, 0.95, abs(sin(1.05 + uv.x * (resolution.x * 3.14159265)))); g = mix(g, g * g_g, grille_opacity); float b_b = smoothstep(0.85, 0.95, abs(sin(2.1 + uv.x * (resolution.x * 3.14159265)))); b = mix(b, b * b_b, grille_opacity); } text.r = clamp(r * brightness, 0.0, 1.0); text.g = clamp(g * brightness, 0.0, 1.0); text.b = clamp(b * brightness, 0.0, 1.0); float scanlines = 0.5; if (scanlines_opacity > 0.0){ scanlines = smoothstep(scanlines_width, scanlines_width + 0.5, abs(sin(uv.y * (resolution.y * 3.14159265)))); text.rgb = mix(text.rgb, text.rgb * vec3(scanlines), scanlines_opacity); } if (noise_opacity > 0.0){ float n = smoothstep(0.4, 0.5, noise(uv * vec2(2.0, 200.0) + vec2(10.0, (TIME * (noise_speed))))); roll_line *= n * scanlines * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0); text.rgb = clamp(mix(text.rgb, text.rgb + roll_line, noise_opacity), vec3(0.0), vec3(1.0)); } if (static_noise_intensity > 0.0){ text.rgb += clamp(random((ceil(uv * resolution) / resolution) + fract(TIME)).x, 0.0, 1.0) * static_noise_intensity; } text.rgb *= border(uv); text.rgb *= vignette(uv); if (clip_warp){ text.a = border(uv); } if (discolor){ float saturation = 0.5; float contrast = 1.2; vec3 greyscale = vec3(text.r + text.g + text.b) / 3.; text.rgb = mix(text.rgb, greyscale, saturation); float midpoint = pow(0.5, 2.2); text.rgb = (text.rgb - vec3(midpoint)) * contrast + midpoint; } COLOR = text; }