pandemonium_demo_projects/2d/screen_space_shaders/shaders/old_film.shader

34 lines
1016 B
GLSL

shader_type canvas_item;
uniform vec4 base: hint_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;
}