#version 450 // CRT Emulation // by Mattias // https://www.shadertoy.com/view/lsB3DV layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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; #define iChannel0 Source #define iTime (float(params.FrameCount) / 60.0) #define iResolution params.OutputSize.xy #define fragCoord (vTexCoord.xy * params.OutputSize.xy) vec3 sample_( sampler2D tex, vec2 tc ) { vec3 s = pow(texture(tex,tc).rgb, vec3(2.2)); return s; } vec3 blur(sampler2D tex, vec2 tc, float offs) { vec4 xoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / iResolution.x; vec4 yoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / iResolution.y; vec3 color = vec3(0.0, 0.0, 0.0); color += sample_(tex,tc + vec2(xoffs.x, yoffs.x)) * 0.00366; color += sample_(tex,tc + vec2(xoffs.y, yoffs.x)) * 0.01465; color += sample_(tex,tc + vec2( 0.0, yoffs.x)) * 0.02564; color += sample_(tex,tc + vec2(xoffs.z, yoffs.x)) * 0.01465; color += sample_(tex,tc + vec2(xoffs.w, yoffs.x)) * 0.00366; color += sample_(tex,tc + vec2(xoffs.x, yoffs.y)) * 0.01465; color += sample_(tex,tc + vec2(xoffs.y, yoffs.y)) * 0.05861; color += sample_(tex,tc + vec2( 0.0, yoffs.y)) * 0.09524; color += sample_(tex,tc + vec2(xoffs.z, yoffs.y)) * 0.05861; color += sample_(tex,tc + vec2(xoffs.w, yoffs.y)) * 0.01465; color += sample_(tex,tc + vec2(xoffs.x, 0.0)) * 0.02564; color += sample_(tex,tc + vec2(xoffs.y, 0.0)) * 0.09524; color += sample_(tex,tc + vec2( 0.0, 0.0)) * 0.15018; color += sample_(tex,tc + vec2(xoffs.z, 0.0)) * 0.09524; color += sample_(tex,tc + vec2(xoffs.w, 0.0)) * 0.02564; color += sample_(tex,tc + vec2(xoffs.x, yoffs.z)) * 0.01465; color += sample_(tex,tc + vec2(xoffs.y, yoffs.z)) * 0.05861; color += sample_(tex,tc + vec2( 0.0, yoffs.z)) * 0.09524; color += sample_(tex,tc + vec2(xoffs.z, yoffs.z)) * 0.05861; color += sample_(tex,tc + vec2(xoffs.w, yoffs.z)) * 0.01465; color += sample_(tex,tc + vec2(xoffs.x, yoffs.w)) * 0.00366; color += sample_(tex,tc + vec2(xoffs.y, yoffs.w)) * 0.01465; color += sample_(tex,tc + vec2( 0.0, yoffs.w)) * 0.02564; color += sample_(tex,tc + vec2(xoffs.z, yoffs.w)) * 0.01465; color += sample_(tex,tc + vec2(xoffs.w, yoffs.w)) * 0.00366; return color; } //Canonical noise function; replaced to prevent precision errors //float rand(vec2 co){ // return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); //} float rand(vec2 co) { float a = 12.9898; float b = 78.233; float c = 43758.5453; float dt= dot(co.xy ,vec2(a,b)); float sn= mod(dt,3.14); return fract(sin(sn) * c); } vec2 curve(vec2 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; } void main() { vec2 q = fragCoord.xy / iResolution.xy; vec2 uv = q; uv = mix( curve( uv ), uv, 0.5 ); vec3 oricol = texture( iChannel0, vec2(q.x,q.y) ).xyz; vec3 col; float x = sin(0.1*iTime+uv.y*21.0)*sin(0.23*iTime+uv.y*29.0)*sin(0.3+0.11*iTime+uv.y*31.0)*0.0017; float o =2.0*mod(fragCoord.y,2.0)/iResolution.x; x+=o; col.r = 1.0*blur(iChannel0,vec2(x+uv.x+0.0009,uv.y+0.0009),1.2).x+0.005; col.g = 1.0*blur(iChannel0,vec2(x+uv.x+0.000,uv.y-0.0015),1.2).y+0.005; col.b = 1.0*blur(iChannel0,vec2(x+uv.x-0.0015,uv.y+0.000),1.2).z+0.005; col.r += 0.2*blur(iChannel0,vec2(x+uv.x+0.0009,uv.y+0.0009),2.25).x-0.005; col.g += 0.2*blur(iChannel0,vec2(x+uv.x+0.000,uv.y-0.0015),1.75).y-0.005; col.b += 0.2*blur(iChannel0,vec2(x+uv.x-0.0015,uv.y+0.000),1.25).z-0.005; float ghs = 0.05; col.r += ghs*(1.0-0.299)*blur(iChannel0,0.75*vec2(x-0.01, -0.027)+vec2(uv.x+0.001,uv.y+0.001),7.0).x; col.g += ghs*(1.0-0.587)*blur(iChannel0,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002),5.0).y; col.b += ghs*(1.0-0.114)*blur(iChannel0,0.75*vec2(x+-0.02, -0.0)+vec2(uv.x-0.002,uv.y+0.000),3.0).z; col = clamp(col*0.4+0.6*col*col*1.0,0.0,1.0); float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y)); vig = pow(vig,0.3); col *= vec3(vig); col *= vec3(0.95,1.05,0.95); col = mix( col, col * col, 0.3) * 3.8; float scans = clamp( 0.35+0.15*sin(3.5*iTime+uv.y*iResolution.y*1.5), 0.0, 1.0); float s = pow(scans,0.9); col = col*vec3( s) ; col *= 1.0+0.0015*sin(300.0*iTime); col*=1.0-0.15*vec3(clamp((mod(fragCoord.x+o, 2.0)-1.0)*2.0,0.0,1.0)); col *= vec3( 1.0 ) - 0.25*vec3( rand( uv+0.0001*iTime), rand( uv+0.0001*iTime + 0.3 ), rand( uv+0.0001*iTime+ 0.5 ) ); col = pow(col, vec3(0.45)); if (uv.x < 0.0 || uv.x > 1.0) col *= 0.0; if (uv.y < 0.0 || uv.y > 1.0) col *= 0.0; float comp = smoothstep( 0.1, 0.9, sin(iTime) ); FragColor = vec4(col,1.0); }