#version 450 // VHS Rewind Effect // adapter from VHS Pause Effect shadertoy by caaaaaaarter // https://www.shadertoy.com/view/4lB3Dc 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; } 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; layout(set = 0, binding = 3) uniform sampler2D rew; #define iTime float(params.FrameCount) float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } float onOff(float a, float b, float c, float framecount) { return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b))); } vec2 jumpy(vec2 uv, float framecount) { vec2 look = uv; float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.))); look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window; float vShift = 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) + (0.5 + 0.1*sin(framecount*200.)*cos(framecount))); look.y = mod(look.y - 0.01 * vShift, 1.); return look; } void main() { vec4 texColor = texture(Source, vTexCoord); if (float(params.FrameDirection) < 0.0) { vec2 uv = vTexCoord.xy; uv.x -= sin(0.0006 * mod(iTime, 11.0)) * cos(mod(iTime, 17.0) * -uv.y); texColor = texture(Source, jumpy(uv, iTime)); vec4 rew_osd = texture(rew, jumpy(vTexCoord, iTime)); rew_osd.a = ((mod(iTime, 100.0) < 50.0)) ? rew_osd.a : 0.0; texColor = mix(texColor, rew_osd, rew_osd.a); // get position to sample vec2 samplePosition = uv.xy - vec2(0.0, 0.45); float whiteNoise; // Jitter each line left and right samplePosition.x += (rand(vec2(iTime,vTexCoord.y))+0.5); // Jitter the whole picture up and down samplePosition.y = samplePosition.y+(rand(vec2(iTime))-0.5)/32.0; // Slightly add color noise to each line texColor = texColor + (vec4(-0.5)+vec4(rand(vec2(vTexCoord.y,iTime)),rand(vec2(vTexCoord.y,iTime+1.0)),rand(vec2(vTexCoord.y,iTime+2.0)),0))*0.1; // Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom) whiteNoise = rand(vec2(floor(samplePosition.y*160.0),floor(samplePosition.x*cos(iTime)))+vec2(iTime,0.)); if ((whiteNoise > 11.5-30.0*samplePosition.y || whiteNoise < 1.5-5.0*samplePosition.y) && (whiteNoise > 11.5-30.0*(samplePosition.y + 0.5) || whiteNoise < 1.5-5.0*(samplePosition.y + 0.4))) { // Sample the texture. samplePosition.y = 1.0-samplePosition.y; //Fix for upside-down texture } else { // Use white. (I'm adding here so the color noise still applies) texColor += vec4(0.5 + rand(samplePosition)); } } FragColor = texColor; }