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Added CRT filter post-processing effect.
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Advanced CRT filter. |
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/* | ||
Source: https://www.shadertoy.com/view/Ms23DR | ||
*/ | ||
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float2 curve(float2 uv) | ||
{ | ||
uv = (uv - 0.5) * 2.0; | ||
uv *= 1.1; | ||
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); | ||
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); | ||
uv = (uv / 2.0) + 0.5; | ||
uv = uv *0.92 + 0.04; | ||
return uv; | ||
} | ||
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varying out float4 fragColor : COLOR; | ||
varying in float2 fragCoord : WPOS; | ||
varying in float2 v_uv : TEXCOORD0; | ||
static float2 iResolution = float2(960.0f, 544.0f); | ||
uniform float iTime; | ||
uniform sampler2D s0; | ||
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void main( ) | ||
{ | ||
float2 q = fragCoord.xy / iResolution.xy; | ||
float2 uv = q; | ||
uv = curve( uv ); | ||
// float3 oricol = tex2D( s0, float2(q.x,q.y) ).xyz; | ||
float3 col; | ||
float x = sin(0.3*iTime+uv.y*21.0)*sin(0.7*iTime+uv.y*29.0)*sin(0.3+0.33*iTime+uv.y*31.0)*0.0017; | ||
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col.r = tex2D(s0,float2(x+uv.x+0.001,uv.y+0.001)).x+0.05; | ||
col.g = tex2D(s0,float2(x+uv.x+0.000,uv.y-0.002)).y+0.05; | ||
col.b = tex2D(s0,float2(x+uv.x-0.002,uv.y+0.000)).z+0.05; | ||
col.r += 0.08*tex2D(s0,0.75*float2(x+0.025, -0.027)+float2(uv.x+0.001,uv.y+0.001)).x; | ||
col.g += 0.05*tex2D(s0,0.75*float2(x+-0.022, -0.02)+float2(uv.x+0.000,uv.y-0.002)).y; | ||
col.b += 0.08*tex2D(s0,0.75*float2(x+-0.02, -0.018)+float2(uv.x-0.002,uv.y+0.000)).z; | ||
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col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0); | ||
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float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y)); | ||
col *= float3(pow(vig,0.3)); | ||
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col *= float3(0.95,1.05,0.95); | ||
col *= 2.8; | ||
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float scans = clamp( 0.35+0.35*sin(3.5*iTime+uv.y*iResolution.y*1.5), 0.0, 1.0); | ||
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float s = pow(scans,1.7); | ||
col = col*float3( 0.4+0.7*s) ; | ||
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col *= 1.0+0.01*sin(110.0*iTime); | ||
if (uv.x < 0.0 || uv.x > 1.0) | ||
col *= 0.0; | ||
if (uv.y < 0.0 || uv.y > 1.0) | ||
col *= 0.0; | ||
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col*=1.0-0.65*float3(clamp((fmod(fragCoord.x, 2.0)-1.0)*2.0,0.0,1.0)); | ||
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// float comp = smoothstep( 0.1, 0.9, sin(iTime) ); | ||
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// Remove the next line to stop cross-fade between original and postprocess | ||
// col = mix( col, oricol, comp ); | ||
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fragColor = float4(col,1.0); | ||
} |
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/* | ||
Source: https://www.shadertoy.com/view/Ms23DR | ||
*/ | ||
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void main( | ||
float3 position, | ||
float2 texcoord, | ||
uniform float4x4 gl_ModelViewProjectionMatrix, | ||
out float4 vPosition : POSITION, | ||
out float2 vTexcoord : TEXCOORD0 | ||
) { | ||
vPosition = mul(gl_ModelViewProjectionMatrix,float4(position, 1.f)); | ||
vTexcoord = texcoord; | ||
} |
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