add godot vhs_and_crt shader and slight tweak to shock

This commit is contained in:
hunterk 2022-10-12 22:33:22 -05:00
parent 971dc41f2e
commit c642c86348
4 changed files with 698 additions and 1 deletions

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@ -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
{

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#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;
}

397
vhs/shaders/vhs_font.slang Normal file
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#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;
}

View file

@ -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