add crt shader from godot shaders
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4 changed files with 149 additions and 0 deletions
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gmtk_2024/Throne_Hall_Background.png
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gmtk_2024/Throne_Hall_Background.png
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gmtk_2024/Throne_Hall_Background.png.import
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gmtk_2024/Throne_Hall_Background.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://kfqpb7ld704r"
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path="res://.godot/imported/Throne_Hall_Background.png-40c61316a331b1da8d03a470d9696b64.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Throne_Hall_Background.png"
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dest_files=["res://.godot/imported/Throne_Hall_Background.png-40c61316a331b1da8d03a470d9696b64.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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28
gmtk_2024/canvas_layer.tscn
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gmtk_2024/canvas_layer.tscn
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[gd_scene load_steps=4 format=3 uid="uid://cxbalfjqtp06t"]
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[ext_resource type="Texture2D" uid="uid://kfqpb7ld704r" path="res://Throne_Hall_Background.png" id="1_87jyn"]
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[ext_resource type="Shader" path="res://shaders/crt.gdshader" id="2_wxq0n"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_c8ly2"]
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shader = ExtResource("2_wxq0n")
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shader_parameter/crt_curve = 0.02
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shader_parameter/crt_scan_line_color = 0.347
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shader_parameter/aperture_grille_rate = 0.4
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shader_parameter/rf_switch_esque_blur = 1.0
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shader_parameter/white_noise_rate = 0.0
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[node name="CanvasLayer" type="CanvasLayer"]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_87jyn")
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centered = false
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region_enabled = true
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region_rect = Rect2(0, 0, 1152, 648)
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[node name="ColorRect" type="ColorRect" parent="."]
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material = SubResource("ShaderMaterial_c8ly2")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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87
gmtk_2024/shaders/crt.gdshader
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gmtk_2024/shaders/crt.gdshader
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/*
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CRT shader for Godot Engine by Yui Kinomoto @arlez80
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*/
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shader_type canvas_item;
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// 画面
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uniform sampler2D screen_texture : hint_screen_texture;
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// ブラウン管のガラスの曲がり具合(フラットなやつは0.0でいいかな)
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uniform float crt_curve : hint_range( 0.0, 1.0 ) = 0.02;
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// 走査線の濃さ
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uniform float crt_scan_line_color : hint_range( 0.0, 1.0 ) = 0.347;
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// 光量
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uniform float aperture_grille_rate : hint_range( 0.0, 1.0 ) = 0.4;
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// RFスイッチ的ブラー
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uniform float rf_switch_esque_blur : hint_range( 0.0, 1.0 ) = 1.0;
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// 白色ノイズ
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uniform float white_noise_rate : hint_range( 0.0, 1.0 ) = 0.0;
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float random( vec2 pos )
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{
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return fract(sin(dot(pos, vec2(12.9898,78.233))) * 43758.5453);
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}
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void fragment( )
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{
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// ガラスの曲がり具合
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vec2 crt_curve_shift = ( vec2( 1.0, 1.0 ) - sin( UV.yx * PI ) ) * crt_curve;
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vec2 crt_curve_scale = vec2( 1.0, 1.0 ) + crt_curve_shift * 2.0;
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vec2 texture_fixed_uv = UV * crt_curve_scale - crt_curve_shift;
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vec2 fixed_uv = SCREEN_UV * crt_curve_scale - crt_curve_shift;
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// 範囲外を消す
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float enable_color = float( 0.0 <= texture_fixed_uv.x && texture_fixed_uv.x <= 1.0 && 0.0 <= texture_fixed_uv.y && texture_fixed_uv.y <= 1.0 );
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// ガラスの曲がり具合から元色を取得 + RFスイッチ的ブラー
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COLOR.rgb = (
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(
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texture( screen_texture, fixed_uv ).rgb
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* ( 1.0 - rf_switch_esque_blur * 0.5 )
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)
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+ (
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(
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texture( screen_texture, fixed_uv + vec2( -SCREEN_PIXEL_SIZE.x * 3.1, 0.0 ) ).rgb
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+ texture( screen_texture, fixed_uv + vec2( SCREEN_PIXEL_SIZE.x * 3.1, 0.0 ) ).rgb
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)
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* ( rf_switch_esque_blur * 0.25 ) // (RFノイズ)0.5 * (テクスチャから読んだ2箇所を半分にしたい)0.5
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)
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) * enable_color;
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COLOR.a = 1.0;
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// ------------------------------------------------
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// 以下はアパーチャグリル上の1ピクセルごとの処理
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vec2 aperture_grille_pixel = vec2( floor( ( fixed_uv.x / SCREEN_PIXEL_SIZE.x ) / 3.0 ) * 3.0, fixed_uv.y );
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// 白色ノイズ
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float white_noise = random( aperture_grille_pixel + vec2( sin( TIME * 0.543254 ), cos( TIME * 0.254323563 ) ) );
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COLOR.rgb = mix(
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COLOR.rgb
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, vec3( white_noise, white_noise, white_noise )
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, white_noise_rate * enable_color
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);
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// アパーチャグリル再現
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float aperture_grille_point = mod( ( ( SCREEN_UV.x * crt_curve_scale.x ) - crt_curve_shift.x ) / SCREEN_PIXEL_SIZE.x, 3.0 );
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float aperture_grille_r_rate = clamp( 1.0 - aperture_grille_point, 0.0, 1.0 ) + clamp( aperture_grille_point - 2.0, 0.0, 1.0 );
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float aperture_grille_g_rate = clamp( 1.0 - abs( 1.0 - aperture_grille_point ), 0.0, 1.0 );
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float aperture_grille_b_rate = 1.0 - aperture_grille_r_rate - aperture_grille_g_rate;
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COLOR = clamp(
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COLOR * vec4(
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normalize( vec3(
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clamp( aperture_grille_r_rate, aperture_grille_rate, 1.0 )
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, clamp( aperture_grille_g_rate, aperture_grille_rate, 1.0 )
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, clamp( aperture_grille_b_rate, aperture_grille_rate, 1.0 )
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) )
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, 1.0
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)
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, vec4( 0.0, 0.0, 0.0, 0.0 )
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, vec4( 1.0, 1.0, 1.0, 1.0 )
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);
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// 走査線
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COLOR = mix(
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COLOR
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, vec4( 0.0, 0.0, 0.0, 1.0 )
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, float( 0 == int( fixed_uv.y / SCREEN_PIXEL_SIZE.y ) % 2 ) * crt_scan_line_color
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);
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}
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