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