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https://github.com/Relintai/pandemonium_demo_projects.git
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34 lines
1016 B
GLSL
34 lines
1016 B
GLSL
shader_type canvas_item;
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uniform vec4 base: hint_color;
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uniform sampler2D grain;
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uniform float grain_strength = 0.3;
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uniform sampler2D vignette;
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uniform float fps = 12.0;
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uniform float stretch = 0.5;
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uniform float flashing = 0.01;
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float make_grain(float time, vec2 uv) {
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vec2 ofs = vec2(sin(41.0 * time * sin(time * 123.0)), sin(27.0 * time * sin(time * 312.0)));
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return texture(grain, (uv + mod(ofs, vec2(1.0, 1.0))) * stretch).r;
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}
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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//float v = max(c.r, max(c.g, c.b));
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float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
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v = sqrt(v);
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//v *= v;
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float f = 1.0 / fps;
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float g = make_grain(TIME - mod(TIME, f), UV);
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g = max(g, make_grain(TIME - mod(TIME, f) + f, UV) * 0.5);
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g = max(g, make_grain(TIME - mod(TIME, f) + f * 2.0, UV) * 0.25);
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COLOR.rgb = base.rgb * v - vec3(g) * grain_strength;
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COLOR.rgb *= texture(vignette, UV).r;
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float ft = TIME * 0.002;
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COLOR.rgb += vec3(sin(75.0 * ft * sin(ft * 123.0))) * flashing;
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}
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