93 lines
3.1 KiB
Text
93 lines
3.1 KiB
Text
shader_type canvas_item;
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uniform float shake: hint_range(0, 10) = 0.015;
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uniform float noiseQuality: hint_range(0.1, 250, 0.1) = 250;
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uniform float noiseIntensity: hint_range(0, 0.05, 0.001) = 0.001;
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uniform float offsetIntensity: hint_range(0, 0.05, 0.0001) = 0.0045;
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uniform float colorOffsetIntensity: hint_range(0.1, 1.5, 0.001) = 0.2;
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uniform float pixelSize: hint_range(1, 1024) = 200.0;
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uniform float grainIntensity: hint_range(0, 1) = 0.04; // Intensity of film grain
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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uniform sampler2D overlay_texture : hint_default_transparent;
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uniform bool use_overlay = true; // Toggle for using overlay texture
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uniform bool use_lens_distortion = true; // Toggle for using lens distortion
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uniform vec4 overlay_color : source_color = vec4(1.0, 1.0, 1.0, 10.0); // Allow changing overlay color
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uniform float lens_distortion_strength: hint_range(0, 0.1) = 0.05; // Strength of lens distortion effect
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varying vec2 previous_pos; // Previous fragment position
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float verticalBar(float pos, float uvY, float offset)
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{
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float edge0 = (pos - shake);
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float edge1 = (pos + shake);
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float x = smoothstep(edge0, pos, uvY) * offset;
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x -= smoothstep(pos, edge1, uvY) * offset;
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return x;
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}
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void fragment() {
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vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
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vec2 uv = FRAGCOORD.xy / iResolution.xy;
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// Calculate velocity
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vec2 velocity = uv - previous_pos;
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// Apply pixelation effect
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uv = floor(uv * pixelSize) / pixelSize;
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// Add vertical bars distortion
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for (float i = 0.0; i < 0.71; i += 0.1313)
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{
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float d = mod(TIME * i, 1.7);
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float o = sin(1.0 - tan(TIME * 0.24 * i));
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o *= offsetIntensity;
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uv.x += verticalBar(d, uv.y, o);
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}
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// Add noise distortion
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float uvY = uv.y * noiseQuality;
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uvY = float(int(uvY)) * (1.0 / noiseQuality);
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float noise = rand(vec2(TIME * 0.00001, uvY));
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uv.x += noise * noiseIntensity;
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// Add color offset distortion
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vec2 offsetR = vec2(0.006 * sin(TIME), 0.0) * colorOffsetIntensity;
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vec2 offsetG = vec2(0.0073 * cos(TIME * 0.97), 0.0) * colorOffsetIntensity;
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float r = texture(screen_texture, uv + offsetR).r;
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float g = texture(screen_texture, uv + offsetG).g;
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float b = texture(screen_texture, uv).b;
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vec4 tex = vec4(r, g, b, 1.0);
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// Overlay with an optional texture
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if (use_overlay) {
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vec4 overlayColor = texture(overlay_texture, uv) * overlay_color; // Apply overlay color
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tex = mix(tex, overlayColor, overlayColor.a);
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}
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// Add film grain
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float grain = rand(uv) * 2.0 - 1.0; // Range from -1 to 1
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tex.rgb += grainIntensity * grain;
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// Apply lens distortion
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if (use_lens_distortion) {
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vec2 distortion = uv * lens_distortion_strength * (uv - 1.0);
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vec4 distorted_tex = texture(screen_texture, uv + distortion);
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tex = mix(tex, distorted_tex, 0.5);
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}
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// Apply final color
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COLOR = tex;
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// Store current position for next frame
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previous_pos = FRAGCOORD.xy / iResolution.xy;
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}
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