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124
GodotRetro/Screen Shaders/TV.shader
Executable file
124
GodotRetro/Screen Shaders/TV.shader
Executable file
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//SHADER ORIGINALY CREADED BY "ehj1" FROM SHADERTOY
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//MODIFIED AND PORTED TO GODOT BY AHOPNESS (@ahopness)
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//LICENSE : CC0
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//COMATIBLE WITH : GLES2, GLES3
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//SHADERTOY LINK : https://www.shadertoy.com/view/ldXGW4
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shader_type canvas_item;
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uniform float vertJerkOpt :hint_range(0,1) = 0.2;
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uniform float vertMovementOpt :hint_range(0,1) = 0.0;
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uniform float bottomStaticOpt :hint_range(0,5) = 0.0;
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uniform float bottomStaticStrenth :hint_range(0.0, 1.5) = 0.7;
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uniform float scalinesOpt :hint_range(0,6) = 0.8;
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uniform float rgbOffsetOpt :hint_range(0,2) = 0.2;
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uniform float horzFuzzOpt :hint_range(0,5) = 0.15;
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// Noise generation functions borrowed from:
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// https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl
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vec3 mod289vec3(vec3 x){
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289vec2(vec2 x){
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 permute(vec3 x){
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return mod289vec3(((x*34.0)+1.0)*x);
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}
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float snoise(vec2 v){
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
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//i1.y = 1.0 - i1.x;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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// x0 = x0 - 0.0 + 0.0 * C.xx ;
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// x1 = x0 - i1 + 1.0 * C.xx ;
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// x2 = x0 - 1.0 + 2.0 * C.xx ;
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289vec2(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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float staticV(vec2 uv, float time){
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float staticHeight = snoise(vec2(9.0,float(time)*1.2+3.0))*bottomStaticStrenth+5.0;
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float staticAmount = snoise(vec2(1.0,time*1.2-6.0))*0.1+0.3;
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float staticStrength = snoise(vec2(-9.75,time*0.6-3.0))*2.0+2.0;
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return (1.0-step(snoise(vec2(5.0*pow(time,2.0)+pow(uv.x*7.0,1.2),pow((mod(time,100.0)+100.0)*uv.y*0.3+3.0,staticHeight))),staticAmount))*staticStrength;
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}
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void fragment(){
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vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
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float jerkOffset = (1.0-step(snoise(vec2(TIME*1.3,5.0)),0.8))*0.05;
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float fuzzOffset = snoise(vec2(TIME*15.0,uv.y*80.0))*0.003;
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float largeFuzzOffset = snoise(vec2(TIME*1.0,uv.y*25.0))*0.004;
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float vertMovementOn = (1.0-step(snoise(vec2(TIME*0.2,8.0)),0.4))*vertMovementOpt;
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float vertJerk = (1.0-step(snoise(vec2(TIME*1.5,5.0)),0.6))*vertJerkOpt;
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float vertJerk2 = (1.0-step(snoise(vec2(TIME*5.5,5.0)),0.2))*vertJerkOpt;
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float yOffset = abs(sin(TIME)*4.0)*vertMovementOn+vertJerk*vertJerk2*0.3;
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float _y = mod(uv.y+yOffset,1.0);
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float xOffset = (fuzzOffset + largeFuzzOffset) * horzFuzzOpt;
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float staticVal = 0.0;
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for (float y = -1.0; y <= 1.0; y += 1.0) {
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float maxDist = 5.0/200.0;
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float dist = y/200.0;
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staticVal += staticV(vec2(uv.x,uv.y+dist), TIME)*(maxDist-abs(dist))*1.5;
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}
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staticVal *= bottomStaticOpt;
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float red = texture(SCREEN_TEXTURE, vec2(uv.x + xOffset -0.01*rgbOffsetOpt,_y)).r+staticVal;
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float green = texture(SCREEN_TEXTURE, vec2(uv.x + xOffset,_y)).g+staticVal;
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float blue = texture(SCREEN_TEXTURE, vec2(uv.x + xOffset +0.01*rgbOffsetOpt,_y)).b+staticVal;
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vec3 color = vec3(red,green,blue);
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float scanline = sin(uv.y*800.0)*0.04*scalinesOpt;
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color -= scanline;
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COLOR = vec4(color,1.0);
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}
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