87 lines
3.2 KiB
Text
87 lines
3.2 KiB
Text
/*
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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;
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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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