netmasked/shaders/vhs_glitch.gdshader

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shader_type canvas_item;
// Your original target color detection
uniform vec4 target_color : source_color = vec4(0.0, 0.007, 0.939, 1.0);
uniform float color_tolerance : hint_range(0.0, 1.0) = 0.05;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
// New uniforms for the smooth rainbow edge effect
uniform float color_shift_intensity : hint_range(0.0, 0.2) = 0.08;
uniform float edge_rainbow_spread : hint_range(0.1, 5.0) = 2.0;
uniform float shift_speed : hint_range(0.0, 5.0) = 1.0;
uniform float scanline_intensity : hint_range(0.0, 1.0) = 0.15;
void fragment() {
vec4 original_screen_color = texture(screen_texture, SCREEN_UV);
if (distance(original_screen_color.rgb, target_color.rgb) > color_tolerance) {
COLOR = original_screen_color;
} else {
vec2 uv = SCREEN_UV;
vec2 center_offset = uv - vec2(0.5);
float dist_from_center = length(center_offset);
float edge_factor = pow(dist_from_center, edge_rainbow_spread);
float time_sin = sin(TIME * shift_speed) - 1.2;
float time_cos = cos(TIME * shift_speed * 0.8) - 1.2;
//float time_sin = sin(dist_from_center * shift_speed);
//float time_cos = cos(dist_from_center * shift_speed * 0.8);
//vec2 red_offset = center_offset * color_shift_intensity * edge_factor * time_sin;
//vec2 blue_offset = center_offset * color_shift_intensity * edge_factor * -time_cos;
//vec2 green_offset = center_offset * color_shift_intensity * edge_factor * (time_sin * 0.5);
vec2 red_offset = vec2(0.1, 0.5) * color_shift_intensity * time_sin;
vec2 blue_offset = vec2(-0.1, 0.5) * color_shift_intensity * -time_cos;
vec2 green_offset = vec2(-0.1, -0.5) * color_shift_intensity * (time_sin);
float r = texture(screen_texture, uv + red_offset).r;
float g = texture(screen_texture, uv + green_offset).g;
float b = texture(screen_texture, uv + blue_offset).b;
vec4 final_color = vec4(r, g, b, 1.0);
//float scanline = sin(uv.y * 400.0 - TIME * 2.0) * 0.2 + 1.;
//final_color.rgb *= scanline * scanline_intensity;
COLOR = final_color;
}
}