diff --git a/anti-aliasing/shaders/shock.slang b/anti-aliasing/shaders/shock.slang index a0a2202..80c026b 100644 --- a/anti-aliasing/shaders/shock.slang +++ b/anti-aliasing/shaders/shock.slang @@ -3,6 +3,8 @@ // based on Nvidia's GPU Gems article: // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter27.html // slang shader by torridgristle and hunterk +// This shader needs several iterations for a noticeable deblur effect +// Nvidia's example uses 5 passes at 0.05 intensity, which seems good layout(push_constant) uniform Push { @@ -13,7 +15,7 @@ layout(push_constant) uniform Push float shockMagnitude; } params; -#pragma parameter shockMagnitude "Shock Magnitude" 0.0 0.0 4.0 0.1 +#pragma parameter shockMagnitude "Shock Magnitude" 0.05 0.0 4.0 0.01 layout(std140, set = 0, binding = 0) uniform UBO { diff --git a/vhs/shaders/vhs_and_crt_godot.slang b/vhs/shaders/vhs_and_crt_godot.slang new file mode 100644 index 0000000..00f8a23 --- /dev/null +++ b/vhs/shaders/vhs_and_crt_godot.slang @@ -0,0 +1,288 @@ +#version 450 + +/* +Shader from Godot Shaders - the free shader library. +godotshaders.com/shader/VHS-and-CRT-monitor-effect + +This shader is under CC0 license. Feel free to use, improve and +change this shader according to your needs and consider sharing +the modified result to godotshaders.com. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + int FrameDirection; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + float godot_scanlines_opacity, godot_scanlines_width, godot_grille_opacity, godot_pixelate, godot_roll, godot_roll_speed, + godot_roll_size, godot_roll_variation, godot_distort_intensity, godot_noise_opacity, godot_noise_speed, godot_static_noise_intensity, + godot_aberration, godot_brightness, godot_discolor, godot_warp_amount, godot_clip_warp, godot_vignette_intensity, + godot_vignette_opacity, godot_moire; +} global; +// useless for slang, but I'm leaving it in just to avoid changing the original code unnecessarily +bool overlay = false; + +#pragma parameter godot_scanlines_opacity "Scanlines Opacity" 0.4 0.0 1.0 0.01 +float scanlines_opacity = global.godot_scanlines_opacity; +#pragma parameter godot_scanlines_width "Scanlines Width" 0.25 0.0 0.5 0.05 +float scanlines_width = global.godot_scanlines_width; +#pragma parameter godot_grille_opacity "Grille Opacity" 0.3 0.0 1.0 0.01 +float grille_opacity = global.godot_grille_opacity; + +// hook this one up to the actual image resolution +vec2 resolution = params.SourceSize.xy; //vec2(640.0, 480.0); // Set the number of rows and columns the texture will be divided in. Scanlines and grille will make a square based on these values + +// another unnecessary one, but we'll leave it for now +bool pixelate = false; // Fill each square ("pixel") with a sampled color, creating a pixel look and a more accurate representation of how a CRT monitor would work. + +#pragma parameter godot_roll "Roll Toggle" 1.0 0.0 1.0 1.0 +bool roll = bool(global.godot_roll); +#pragma parameter godot_roll_speed "Roll Speed" 8.0 -20.0 20.0 0.1 +float roll_speed = global.godot_roll_speed / 100.; // Positive values are down, negative are up +#pragma parameter godot_roll_size "Roll Size" 15.0 0.0 100.0 1.0 +float roll_size = global.godot_roll_size / 8.; +#pragma parameter godot_roll_variation "Roll Variation" 1.8 0.1 5.0 0.1 +float roll_variation = global.godot_roll_variation; // This valie is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below. +#pragma parameter godot_distort_intensity "Distortion Intensity" 0.05 0.0 0.2 0.01 +float distort_intensity = global.godot_distort_intensity; // The distortion created by the rolling effect. + +#pragma parameter godot_noise_opacity "Noise Opacity" 0.4 0.0 1.0 0.01 +float noise_opacity = global.godot_noise_opacity; +#pragma parameter godot_noise_speed "Noise Speed" 5.0 0.0 20.0 0.5 +float noise_speed = global.godot_noise_speed; // There is a movement in the noise pattern that can be hard to see first. This sets the speed of that movement. + +#pragma parameter godot_static_noise_intensity "Static Noise Intensity" 0.06 0.0 1.0 0.01 +float static_noise_intensity = global.godot_static_noise_intensity; + +#pragma parameter godot_aberration "Aberration" 0.03 -1.0 1.0 0.01 +float aberration = global.godot_aberration / 2.; // Chromatic aberration, a distortion on each color channel. +#pragma parameter godot_brightness "Brightness" 1.4 0.0 2.0 0.01 +float brightness = global.godot_brightness; // When adding scanline gaps and grille the image can get very dark. Brightness tries to compensate for that. +#pragma parameter godot_discolor "Discolor Toggle" 0.0 0.0 1.0 1.0 +bool discolor = bool(global.godot_discolor); // Add a discolor effect simulating a VHS + +#pragma parameter godot_warp_amount "Warp Amount" 1.0 0.0 5.0 0.1 +float warp_amount = global.godot_warp_amount; // Warp the texture edges simulating the curved glass of a CRT monitor or old TV. +#pragma parameter godot_clip_warp "Clip Warp Toggle" 0.0 0.0 1.0 1.0 +bool clip_warp = bool(global.godot_clip_warp); + +#pragma parameter godot_vignette_intensity "Vignette Intensity" 0.4 0.0 1.0 0.01 +float vignette_intensity = global.godot_vignette_intensity; // Size of the vignette, how far towards the middle it should go. +#pragma parameter godot_vignette_opacity "Vignette Opacity" 0.5 0.0 1.0 0.01 +float vignette_opacity = global.godot_vignette_opacity; + +#pragma parameter godot_moire "Warp Scanlines/Mask (Moire!)" 0.0 0.0 1.0 1.0 +bool moire = bool(global.godot_moire); + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +// compatibility macros +#define COLOR FragColor +#define SCREEN_TEXTURE Source +#define TIME float(params.FrameCount) +#define SCREEN_UV (vTexCoord.xy * params.OutputSize.xy) +#define UV vTexCoord.xy + +// Used by the noise functin to generate a pseudo random value between 0.0 and 1.0 +vec2 random(vec2 uv){ + uv = vec2( dot(uv, vec2(127.1,311.7) ), + dot(uv, vec2(269.5,183.3) ) ); + return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123); +} + +// Generate a Perlin noise used by the distortion effects +float noise(vec2 uv) { + vec2 uv_index = floor(uv); + vec2 uv_fract = fract(uv); + + vec2 blur = smoothstep(0.0, 1.0, uv_fract); + + return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ), + dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x), + mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ), + dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) * 0.5 + 0.5; +} + +// Takes in the UV and warps the edges, creating the spherized effect +vec2 warp(vec2 uv){ + vec2 delta = uv - 0.5; + float delta2 = dot(delta.xy, delta.xy); + float delta4 = delta2 * delta2; + float delta_offset = delta4 * warp_amount; + + return uv + delta * delta_offset; +} + +// Adds a black border to hide stretched pixel created by the warp effect +float border (vec2 uv){ + float radius = min(warp_amount, 0.08); + radius = max(min(min(abs(radius * 2.0), abs(1.0)), abs(1.0)), 1e-5); + vec2 abs_uv = abs(uv * 2.0 - 1.0) - vec2(1.0, 1.0) + radius; + float dist = length(max(vec2(0.0), abs_uv)) / radius; + float square = smoothstep(0.96, 1.0, dist); + return clamp(1.0 - square, 0.0, 1.0); +} + +// Adds a vignette shadow to the edges of the image +float vignette(vec2 uv){ + uv *= 1.0 - uv.xy; + float vignette = uv.x * uv.y * 15.0; + return pow(vignette, vignette_intensity * vignette_opacity); +} + +void main() +{ + vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV); // Warp the uv. uv will be used in most cases instead of UV to keep the warping + vec2 text_uv = uv; + vec2 roll_uv = vec2(0.0); + float time = roll ? TIME : 0.0; + + + // Pixelate the texture based on the given resolution. + if (pixelate) + { + text_uv = ceil(uv * resolution) / resolution; + } + + // Create the rolling effect. We need roll_line a bit later to make the noise effect. + // That is why this runs if roll is true OR noise_opacity is over 0. + float roll_line = 0.0; + if ((params.FrameDirection < 0.0 && roll)) + { + // Create the areas/lines where the texture will be distorted. + roll_line = smoothstep(0.3, 0.5, sin(uv.y * (roll_size*global.godot_roll * 10.) - (time * roll_speed / 50.) ) ); + // Create more lines of a different size and apply to the first set of lines. This creates a bit of variation. + roll_line *= roll_line * smoothstep(0.3, 0.4, sin(uv.y * (roll_size*global.godot_roll) * roll_variation - (0.1*time * roll_speed / 12. * roll_variation) ) ); + // Distort the UV where where the lines are + roll_uv = vec2(( roll_line * distort_intensity * (1.-UV.x)), 0.0); + } + + vec4 text; + if (roll) + { + // If roll is true distort the texture with roll_uv. The texture is split up into RGB to + // make some chromatic aberration. We apply the aberration to the red and green channels accorging to the aberration parameter + // and intensify it a bit in the roll distortion. + text.r = texture(SCREEN_TEXTURE, text_uv + roll_uv * 0.8 + vec2(aberration, 0.0) * .1).r; + text.g = texture(SCREEN_TEXTURE, text_uv + roll_uv * 1.2 - vec2(aberration, 0.0) * .1 ).g; + text.b = texture(SCREEN_TEXTURE, text_uv + roll_uv).b; + text.a = 1.0; + } + else + { + // If roll is false only apply the aberration without any distorion. The aberration values are very small so the .1 is only + // to make the slider in the Inspector less sensitive. + text.r = texture(SCREEN_TEXTURE, text_uv + vec2(aberration, 0.0) * .1).r; + text.g = texture(SCREEN_TEXTURE, text_uv - vec2(aberration, 0.0) * .1).g; + text.b = texture(SCREEN_TEXTURE, text_uv).b; + text.a = 1.0; + } + + float r = text.r; + float g = text.g; + float b = text.b; + + // don't warp the scanlines and mask unless you want moire + uv = (moire) ? warp(UV) : UV; + + // CRT monitors don't have pixels but groups of red, green and blue dots or lines, called grille. We isolate the texture's color channels + // and divide it up in 3 offsetted lines to show the red, green and blue colors next to each other, with a small black gap between. + if (grille_opacity > 0.0){ + + float g_r = smoothstep(0.85, 0.95, abs(sin(uv.x * (resolution.x * 3.14159265)))); + r = mix(r, r * g_r, grille_opacity); + + float g_g = smoothstep(0.85, 0.95, abs(sin(1.05 + uv.x * (resolution.x * 3.14159265)))); + g = mix(g, g * g_g, grille_opacity); + + float b_b = smoothstep(0.85, 0.95, abs(sin(2.1 + uv.x * (resolution.x * 3.14159265)))); + b = mix(b, b * b_b, grille_opacity); + + } + + // Apply the grille to the texture's color channels and apply Brightness. Since the grille and the scanlines (below) make the image very dark you + // can compensate by increasing the brightness. + text.r = clamp(r * brightness, 0.0, 1.0); + text.g = clamp(g * brightness, 0.0, 1.0); + text.b = clamp(b * brightness, 0.0, 1.0); + + // Scanlines are the horizontal lines that make up the image on a CRT monitor. + // Here we are actual setting the black gap between each line, which I guess is not the right definition of the word, but you get the idea + float scanlines = 0.5; + if (scanlines_opacity > 0.0) + { + // Same technique as above, create lines with sine and applying it to the texture. Smoothstep to allow setting the line size. + scanlines = smoothstep(scanlines_width, scanlines_width + 0.5, abs(sin(uv.y * (resolution.y * 3.14159265)))); + text.rgb = mix(text.rgb, text.rgb * vec3(scanlines), scanlines_opacity); + } + uv = warp(UV); + // Apply the banded noise. + if (roll || params.FrameDirection < 0.0) + { + // Generate a noise pattern that is very stretched horizontally, and animate it with noise_speed + float noise = smoothstep(0.4, 0.5, noise(uv * vec2(2.0, 200.0) + vec2(10.0, (TIME * (noise_speed))) ) ); + + // We use roll_line (set above) to define how big the noise should be vertically (multiplying cuts off all black parts). + // We also add in some basic noise with random() to break up the noise pattern above. The noise is sized according to + // the resolution value set in the inspector. If you don't like this look you can + // change "ceil(uv * resolution) / resolution" to only "uv" to make it less pixelated. Or multiply resolution with som value + // greater than 1.0 to make them smaller. + roll_line *= noise * scanlines * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0); + // Add it to the texture based on noise_opacity + text.rgb = clamp(mix(text.rgb, text.rgb + roll_line, noise_opacity), vec3(0.0), vec3(1.0)); + } + + // Apply static noise by generating it over the whole screen in the same way as above + if (static_noise_intensity > 0.0) + { + text.rgb += clamp(random((ceil(uv * resolution) / resolution) + fract(TIME / 100)).x, 0.0, 1.0) * static_noise_intensity; + } + + // Apply a black border to hide imperfections caused by the warping. + // Also apply the vignette + text.rgb *= border(uv); + text.rgb *= vignette(uv); + // Hides the black border and make that area transparent. Good if you want to add the the texture on top an image of a TV or monitor. + if (clip_warp) + { + text.a = border(uv); + } + + // Apply discoloration to get a VHS look (lower saturation and higher contrast) + // You can play with the values below or expose them in the Inspector. + float saturation = 0.5; + float contrast = 1.2; + if (discolor) + { + // Saturation + vec3 greyscale = vec3(text.r + text.g + text.b) / 3.; + text.rgb = mix(text.rgb, greyscale, saturation); + + // Contrast + float midpoint = pow(0.5, 2.2); + text.rgb = (text.rgb - vec3(midpoint)) * contrast + midpoint; + } + + COLOR = text; +} diff --git a/vhs/shaders/vhs_font.slang b/vhs/shaders/vhs_font.slang new file mode 100644 index 0000000..c436afa --- /dev/null +++ b/vhs/shaders/vhs_font.slang @@ -0,0 +1,397 @@ +#version 450 + +// Text with VHS font +// by Astherix +// https://www.shadertoy.com/view/NdGyDK +// adapted for slang by hunterk + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + int FrameDirection; + float godot_warp_amount; +} params; + +#pragma parameter godot_warp_amount "Warp Amount" 1.0 0.0 5.0 0.1 +float warp_amount = params.godot_warp_amount; // Warp the texture edges simulating the curved glass of a CRT monitor or old TV. + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +// shadertoy compatibility macros +#define iChannel0 Source +#define iResolution params.OutputSize.xy +#define fragCoord (vTexCoord.xy * params.OutputSize.xy) +#define fragColor FragColor +#define iFrame params.FrameCount +#define iTime (params.FrameCount / 60.) + +// Font data gotten from STV5730's ROM, modified for size + +/* stv5730.bin (6/18/2022 2:37:22 PM) + StartOffset(h): 00000000, EndOffset(h): 00000A1F, Length(h): 00000A20 */ + +int[] font = int[]( + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60606060, 0x60606060, 0x60606060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x06000600, 0x1E001E00, + 0x06000600, 0x06000600, 0x06000600, + 0x06000600, 0x1F801F80, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x006000E0, 0x1FC03F80, 0x70006000, + 0x60006000, 0x7FE07FE0, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x006000E0, 0x07C007C0, 0x00E00060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x07800F80, 0x1D803980, + 0x71806180, 0x61806180, 0x7FE07FE0, + 0x01800180, 0x01800180, 0x00000000, + 0x00000000, 0x7FE07FE0, 0x60006000, + 0x7F807FC0, 0x00E00060, 0x00600060, + 0x606070E0, 0x3FC01F00, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60006000, 0x7F807FC0, 0x60E06060, + 0x606070C0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x7FE07FE0, 0x006000C0, + 0x01800300, 0x06000600, 0x06000600, + 0x06000600, 0x06000600, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x606070E0, 0x3FC03FC0, 0x70E06060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60607060, 0x3FE01FE0, 0x00600060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x3FC03FC0, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x06000F00, 0x1F8039C0, + 0x70E06060, 0x60606060, 0x7FE07FE0, + 0x60606060, 0x60606060, 0x00000000, + 0x00000000, 0x7F807FC0, 0x60E06060, + 0x606060E0, 0x7FC07FC0, 0x60E06060, + 0x606060E0, 0x7FC07F80, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60006000, 0x60006000, 0x60006000, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x7F807FC0, 0x60E06060, + 0x60606060, 0x60606060, 0x60606060, + 0x606060E0, 0x7FC07F80, 0x00000000, + 0x00000000, 0x7FE07FE0, 0x60006000, + 0x60006000, 0x7F807F80, 0x60006000, + 0x60006000, 0x7FE07FE0, 0x00000000, + 0x00000000, 0x7FE07FE0, 0x60006000, + 0x60006000, 0x7F807F80, 0x60006000, + 0x60006000, 0x60006000, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60006000, 0x63E063E0, 0x60606060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x60606060, 0x60606060, + 0x60606060, 0x7FE07FE0, 0x60606060, + 0x60606060, 0x60606060, 0x00000000, + 0x00000000, 0x1F801F80, 0x06000600, + 0x06000600, 0x06000600, 0x06000600, + 0x06000600, 0x1F801F80, 0x00000000, + 0x00000000, 0x07E007E0, 0x01800180, + 0x01800180, 0x01800180, 0x01800180, + 0x61807380, 0x3F001E00, 0x00000000, + 0x00000000, 0x606060E0, 0x61C06380, + 0x67007E00, 0x7C007C00, 0x6E006700, + 0x638061C0, 0x60E06060, 0x00000000, + 0x00000000, 0x60006000, 0x60006000, + 0x60006000, 0x60006000, 0x60006000, + 0x60006000, 0x7FE07FE0, 0x00000000, + 0x00000000, 0x60606060, 0x70E079E0, + 0x7FE06F60, 0x66606060, 0x60606060, + 0x60606060, 0x60606060, 0x00000000, + 0x00000000, 0x60606060, 0x60607060, + 0x78607C60, 0x6E606760, 0x63E061E0, + 0x60E06060, 0x60606060, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60606060, 0x60606060, 0x60606060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x7F807FC0, 0x60E06060, + 0x606060E0, 0x7FC07F80, 0x60006000, + 0x60006000, 0x60006000, 0x00000000, + 0x00000000, 0x1F803FC0, 0x70E06060, + 0x60606060, 0x60606060, 0x66606760, + 0x63E071C0, 0x3FE01E60, 0x00000000, + 0x00000000, 0x7F807FC0, 0x60E06060, + 0x606060E0, 0x7FC07F80, 0x6E006700, + 0x638061C0, 0x60E06060, 0x00000000, + 0x00000000, 0x1FE03FE0, 0x70006000, + 0x60007000, 0x3F801FC0, 0x00E00060, + 0x006000E0, 0x7FC07F80, 0x00000000, + 0x00000000, 0x7FE07FE0, 0x06000600, + 0x06000600, 0x06000600, 0x06000600, + 0x06000600, 0x06000600, 0x00000000, + 0x00000000, 0x60606060, 0x60606060, + 0x60606060, 0x60606060, 0x60606060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x60606060, 0x60606060, + 0x60606060, 0x60606060, 0x606070E0, + 0x39C01F80, 0x0F000600, 0x00000000, + 0x00000000, 0x60606060, 0x60606060, + 0x60606060, 0x60606660, 0x6F607FE0, + 0x79E070E0, 0x60606060, 0x00000000, + 0x00000000, 0x60606060, 0x606070E0, + 0x39C01F80, 0x0F000F00, 0x1F8039C0, + 0x70E06060, 0x60606060, 0x00000000, + 0x00000000, 0x60606060, 0x60606060, + 0x70E039C0, 0x1F800F00, 0x06000600, + 0x06000600, 0x06000600, 0x00000000, + 0x00000000, 0x7FE07FE0, 0x006000E0, + 0x01C00380, 0x07000E00, 0x1C003800, + 0x70006000, 0x7FE07FE0, 0x00000000, + 0x00000000, 0x00000000, 0x06000600, + 0x00000000, 0x00000000, 0x00000000, + 0x06000600, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x60006000, 0x00000000, + 0x00000000, 0x00000000, 0x006000E0, + 0x01C00380, 0x07000E00, 0x1C003800, + 0x70006000, 0x00000000, 0x00000000, + 0x00000000, 0x06000600, 0x02000400, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F003F80, 0x31C000C0, 0x1FC03FC0, + 0x70C060C0, 0x7FE03F60, 0x00000000, + 0x00000000, 0x60006000, 0x60006000, + 0x6F807FC0, 0x70E06060, 0x60606060, + 0x606060E0, 0x7FC07F80, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F803FC0, 0x70E06000, 0x60006000, + 0x600070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x00C000C0, 0x00C000C0, + 0x1FC03FC0, 0x30C060C0, 0x60C060C0, + 0x60C030C0, 0x3FE01FE0, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F803FC0, 0x70E06060, 0x7FE07FE0, + 0x600070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x07800FC0, 0x0CC00C00, + 0x0C003F00, 0x3F000C00, 0x0C000C00, + 0x0C000C00, 0x0C000C00, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F603FE0, 0x70E06060, 0x70E03FE0, + 0x1F600060, 0x70E03FC0, 0x1F800000, + 0x00000000, 0x60006000, 0x60006000, + 0x67806FC0, 0x78E07060, 0x60606060, + 0x60606060, 0x60606060, 0x00000000, + 0x00000000, 0x06000600, 0x00000000, + 0x0E000600, 0x06000600, 0x06000600, + 0x06000600, 0x06001F80, 0x00000000, + 0x00000000, 0x01800180, 0x00000000, + 0x03800180, 0x01800180, 0x01800180, + 0x01803180, 0x3B801F00, 0x0E000000, + 0x00000000, 0x60006000, 0x60006000, + 0x606060E0, 0x61C06380, 0x67006F00, + 0x7F8079C0, 0x60E06060, 0x00000000, + 0x00000000, 0x0E000600, 0x06000600, + 0x06000600, 0x06000600, 0x06000600, + 0x06000680, 0x07800300, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x6DC076C0, 0x66606660, 0x66606660, + 0x66606660, 0x66606660, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x6F807FC0, 0x70E07060, 0x60606060, + 0x60606060, 0x60606060, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F803FC0, 0x70E06060, 0x60606060, + 0x606070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x6F807FC0, 0x70E06060, 0x606070E0, + 0x7FC06F80, 0x60006000, 0x60000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F603FE0, 0x70E06060, 0x606070E0, + 0x3FE01F60, 0x00600060, 0x00600000, + 0x00000000, 0x00000000, 0x00000000, + 0x6F807FC0, 0x78E07060, 0x60006000, + 0x60006000, 0x60006000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x1F803FC0, 0x70E07000, 0x3F803FC0, + 0x00E070E0, 0x3FC01F80, 0x00000000, + 0x00000000, 0x06000600, 0x06000600, + 0x1F801F80, 0x06000600, 0x06000600, + 0x06000600, 0x07800380, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x60606060, 0x60606060, 0x60606060, + 0x606070E0, 0x3FE01F60, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x60606060, 0x60606060, 0x606070E0, + 0x39C01F80, 0x0F000600, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x60606060, 0x66606660, 0x66606660, + 0x6F607FE0, 0x39C01080, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x606070E0, 0x39C01F80, 0x0F000F00, + 0x1F8039C0, 0x70E06060, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + 0x60606060, 0x60606060, 0x70603FE0, + 0x1FE00060, 0x00E01FC0, 0x1F800000, + 0x00000000, 0x00000000, 0x00000000, + 0x7FE07FE0, 0x01C00380, 0x07000E00, + 0x1C003800, 0x7FE07FE0, 0x00000000, + 0x00000000, 0x00001000, 0x18001C00, + 0x1E001F00, 0x1F801FC0, 0x1F801F00, + 0x1E001C00, 0x18001000, 0x00000000, + 0x00000000, 0x00008400, 0xC600E700, + 0xF780FFC0, 0xFFE0FFF0, 0xFFE0FFC0, + 0xF780E700, 0xC6008400, 0x00000000, + 0x00000000, 0x00000210, 0x06300E70, + 0x1EF03FF0, 0x7FF0FFF0, 0x7FF03FF0, + 0x1EF00E70, 0x06300210, 0x00000000, + 0x00000000, 0x00007FE0, 0x7FE07FE0, + 0x7FE07FE0, 0x7FE07FE0, 0x7FE07FE0, + 0x7FE07FE0, 0x7FE07FE0, 0x00000000 +); + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 flipcoord; + +void main() +{ + vec4 pos = vec4(Position.x, 1.0 - Position.y, Position.z, Position.w); + gl_Position = global.MVP * pos; + vTexCoord = TexCoord; + flipcoord = vec2(vTexCoord.x, 1.0 - vTexCoord.y); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 flipcoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +// Character values are on the bottom of this document +// https://github.com/codeman38/vcr-fonts/blob/master/sources/stv5730/STV5730a.pdf + +int get_char_pixel(int x, int y, int c, bool inv) { + int base = ((x >> 3) + (y * 2) + (c * 0x24)) >> 2; + + int offset = ((y & 0x1) != 0) ? 0 : 16; + int value = (font[base] >> offset) & 0xffff; + + if (inv) { + return (value & (1 << (0xf - (x & 0xf)))) == 0 ? 1 : 2; + } else { + return (value & (1 << (0xf - (x & 0xf)))) != 0 ? 1 : 0; + } +} + +int print_char(vec2 p, vec2 g, int c, bool inv, bool border) { + bool box = (p.x >= (g.x * 12.0)) && (p.x < ((g.x + 1.0) * 12.0)) && + (p.y >= (g.y * 18.0)) && (p.y < ((g.y + 1.0) * 18.0)); + + if (!box) return 0; + + if (border && !inv) { + int pixel = get_char_pixel(int(p.x) % 12, int(p.y) % 18, c, inv); + + if (pixel != 0) return 1; + + for (int y = -1; y <= 1; y++) { + for (int x = -1; x <= 1; x++) { + pixel = get_char_pixel((int(p.x) + x) % 12, (int(p.y) + y) % 18, c, false); + + if (pixel != 0) return 2; + } + } + } + + return get_char_pixel(int(p.x) % 12, int(p.y) % 18, c, inv); +} + +int characters[2]; + +void number_to_characters(float n) { + int high = int(floor(n / 10.0)), + low = int(n) - (high * 10); + + characters[0] = high; + characters[1] = low; +} + +// I don't love this, but we have to match the CRT pass' curvature at least somewhat +// Takes in the UV and warps the edges, creating the spherized effect +vec2 warp(vec2 uv){ + vec2 delta = uv - 0.5; + float delta2 = dot(delta.xy, delta.xy); + float delta4 = delta2 * delta2; + float delta_offset = delta4 * warp_amount; + + return uv + delta * delta_offset; +} + +void main() +{ + vec2 uv = warp(flipcoord); + vec2 p = uv.xy * vec2(300.,225.);//vec2(fragCoord.x, iResolution.y - fragCoord.y) / 2.; + + vec4 t = texture(iChannel0, flipcoord); + float timer = (params.FrameDirection > 0.5) ? float(params.FrameCount) : 0.0; + + int acc = 0; +if(params.FrameDirection < -0.5){ // when rewind is detected, show the REWIND message + // Rewind + acc += int(print_char(p, vec2(2.0, 1.0) , 0x1d, false, true)); // R + acc += int(print_char(p, vec2(3.0, 1.0) , 0x10, false, true)); // E + acc += int(print_char(p, vec2(4.0, 1.0) , 0x22, false, true)); // W + acc += int(print_char(p, vec2(5.0, 1.0) , 0x14, false, true)); // I + acc += int(print_char(p, vec2(6.0, 1.0) , 0x19, false, true)); // N + acc += int(print_char(p, vec2(7.0, 1.0) , 0x0f, false, true)); // D + acc += int(print_char(p, vec2(9.0, 1.0) , 0x46, false, true)); // << + } + // blink the PLAY message for 1000 frames + else if((mod(timer, 100.0) < 50.0) && (timer != 0.0) && (timer < 1000.0)) + { + // Play + acc += int(print_char(p, vec2(2.0, 1.0) , 0x1b, false, true)); // P + acc += int(print_char(p, vec2(3.0, 1.0) , 0x17, false, true)); // L + acc += int(print_char(p, vec2(4.0, 1.0) , 0x0c, false, true)); // A + acc += int(print_char(p, vec2(5.0, 1.0) , 0x24, false, true)); // Y + acc += int(print_char(p, vec2(7.0, 1.0) , 0x44, false, true)); // > + } + + float s = mod(floor(iTime), 60.0); + float m = mod(floor(iTime/60.0), 60.0); + float h = mod(floor(iTime/3600.0), 24.0); + + // Timecode + acc += int(print_char(p, vec2(2.0, 10.0) , 0x1e, false, true)); // S + acc += int(print_char(p, vec2(3.0, 10.0) , 0x1b, false, true)); // P + + number_to_characters(h); + acc += int(print_char(p, vec2(5.0, 10.0) , characters[0], false, true)); // 0 + acc += int(print_char(p, vec2(6.0, 10.0) , characters[1], false, true)); // 0 + acc += int(print_char(p, vec2(7.0, 10.0) , 0x26, false, true)); // : + + number_to_characters(m); + acc += int(print_char(p, vec2(8.0, 10.0) , characters[0], false, true)); // 0 + acc += int(print_char(p, vec2(9.0, 10.0) , characters[1], false, true)); // 0 + acc += int(print_char(p, vec2(10.0, 10.0), 0x26, false, true)); // : + + number_to_characters(s); + acc += int(print_char(p, vec2(11.0, 10.0), characters[0], false, true)); // 0 + acc += int(print_char(p, vec2(12.0, 10.0), characters[1], false, true)); // 0 + + // This pass lets iChannel0 pass through + if (acc == 0) fragColor = t; + if (acc == 1) fragColor = vec4(1.0); + if (acc == 2) fragColor = vec4(0.0, 0.0, 0.0, 1.0); + + // only show the OSD when the content first launches or during rewind + fragColor = ((timer < 1000.0) || (params.FrameDirection < -0.5)) ? fragColor : t; +} diff --git a/vhs/vhs_and_crt_godot.slangp b/vhs/vhs_and_crt_godot.slangp new file mode 100644 index 0000000..a4fd75b --- /dev/null +++ b/vhs/vhs_and_crt_godot.slangp @@ -0,0 +1,10 @@ +shaders = 2 + +shader0 = shaders/vhs_and_crt_godot.slang +scale_type0 = viewport +scale0 = 1.0 +filter_linear0 = true + +shader1 = shaders/vhs_font.slang +scale_type1 = viewport +scale1 = 1.0