43 lines
No EOL
1.2 KiB
Text
43 lines
No EOL
1.2 KiB
Text
shader_type canvas_item;
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const float PI = 3.1415926535;
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uniform bool enabled = true;
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uniform vec2 resolution;
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uniform vec2 curvature;
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uniform vec2 scanline_opacity;
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uniform float brightness;
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vec2 curve_uv(vec2 uv) {
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uv = uv * 2.0 - 1.0;
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vec2 offset = abs(uv.yx) / vec2(curvature.x, curvature.y);
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uv = uv + uv * offset * offset;
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uv = uv * 0.5 + 0.5;
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return uv;
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}
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vec3 scanline_intensity(float uv, float res, float opacity) {
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float intensity = sin((uv * res - 0.25) * PI * 2.0);
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intensity = ((0.5 * intensity) + 0.5) * 0.9 + 0.1;
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return vec3(pow(intensity, opacity));
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}
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void fragment() {
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if (enabled) {
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vec2 curved_uv = UV;
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vec3 base_color = texture(TEXTURE, curved_uv).rgb;
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base_color += vec3(1.0/256.0);
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base_color *= scanline_intensity(curved_uv.x, resolution.x, scanline_opacity.y);
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base_color *= scanline_intensity(curved_uv.y, resolution.y, scanline_opacity.x);
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base_color *= vec3(brightness);
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if (curved_uv.x < 0.0 || curved_uv.y < 0.0 || curved_uv.x > 1.0 || curved_uv.y > 1.0) {
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COLOR = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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COLOR = vec4(base_color, 1.0);
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}
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} else {
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COLOR = texture(TEXTURE, UV);
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}
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} |