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- shader_type canvas_item;
- uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
- uniform vec4 base: source_color;
- uniform sampler2D grain;
- uniform float grain_strength = 0.3;
- uniform sampler2D vignette;
- uniform float fps = 12.0;
- uniform float stretch = 0.5;
- uniform float flashing = 0.01;
- float make_grain(float time, vec2 uv) {
- vec2 ofs = vec2(sin(41.0 * time * sin(time * 123.0)), sin(27.0 * time * sin(time * 312.0)));
- return texture(grain, (uv + mod(ofs, vec2(1.0, 1.0))) * stretch).r;
- }
- void fragment() {
- vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
- //float v = max(c.r, max(c.g, c.b));
- float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
- v = sqrt(v);
- //v *= v;
- float f = 1.0 / fps;
- float g = make_grain(TIME - mod(TIME, f), UV);
- g = max(g, make_grain(TIME - mod(TIME, f) + f, UV) * 0.5);
- g = max(g, make_grain(TIME - mod(TIME, f) + f * 2.0, UV) * 0.25);
- COLOR.rgb = base.rgb * v - vec3(g) * grain_strength;
- COLOR.rgb *= texture(vignette, UV).r;
- float ft = TIME * 0.002;
- COLOR.rgb += vec3(sin(75.0 * ft * sin(ft * 123.0))) * flashing;
- }
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