#version 330 core in vec4 v_color; in vec2 v_texcoord; out vec4 v_output; uniform sampler2D u_texture; uniform vec2 u_tex_size; uniform float u_ticks; uniform int NTSC_PALETTE[98304]; #define iTime u_ticks #define iChannel0 u_texture vec3 rgb2yiq(vec3 c){ return vec3( (0.2989*c.x + 0.5959*c.y + 0.2115*c.z), (0.5870*c.x - 0.2744*c.y - 0.5229*c.z), (0.1140*c.x - 0.3216*c.y + 0.3114*c.z) ); } vec3 yiq2rgb(vec3 c){ return vec3( ( 1.0*c.x + 1.0*c.y + 1.0*c.z), ( 0.956*c.x - 0.2720*c.y - 1.1060*c.z), (0.6210*c.x - 0.6474*c.y + 1.7046*c.z) ); } vec2 Circle(float Start, float Points, float Point) { float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); //return vec2(sin(Rad), cos(Rad)); return vec2(-(.3+Rad), cos(Rad)); } vec3 Blur(vec2 uv, float f, float d){ // d=abs(d); float t = (sin(iTime*5.0+uv.y*5.0))/10.0; float b = 1.0; //t=sin(iTime*5.0+f)/10.0; t=0.0; vec2 PixelOffset=vec2(d+.0005*t,0); float Start = 2.0 / 14.0; vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy; vec3 N0 = texture(iChannel0, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; vec3 N1 = texture(iChannel0, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; vec3 N2 = texture(iChannel0, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; vec3 N3 = texture(iChannel0, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; vec3 N4 = texture(iChannel0, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; vec3 N5 = texture(iChannel0, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; vec3 N6 = texture(iChannel0, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; vec3 N7 = texture(iChannel0, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; vec3 N8 = texture(iChannel0, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; vec3 N9 = texture(iChannel0, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; vec3 N10 = texture(iChannel0, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; vec3 N11 = texture(iChannel0, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; vec3 N12 = texture(iChannel0, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; vec3 N13 = texture(iChannel0, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; vec3 N14 = texture(iChannel0, uv).rgb; vec4 clr = texture(iChannel0, uv); float W = 1.0 / 15.0; clr.rgb= (N0 * W) + (N1 * W) + (N2 * W) + (N3 * W) + (N4 * W) + (N5 * W) + (N6 * W) + (N7 * W) + (N8 * W) + (N9 * W) + (N10 * W) + (N11 * W) + (N12 * W) + (N13 * W) + (N14 * W); return vec3(clr.xyz)*b; } float rand(float n){return fract(sin(n) * 43758.5453123);} float noise(float p){ float fl = floor(p); float fc = fract(p); return mix(rand(fl), rand(fl + 1.0), fc); } // All components are in the range [0…1], including hue. vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } // All components are in the range [0…1], including hue. vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec2 size = u_tex_size; vec4 tex = texture(u_texture, v_texcoord); // NTSC #define fragCoord gl_FragCoord vec4 fragColor = vec4(1.0, 1.0, 1.0, 1.0); float d = .1; vec2 uv = fragCoord.xy / size.xy; float s = 0.05; // Warping/blur float e = min(.30,pow(max(0.0,cos(uv.y*4.0+.3)-.75)*(s+0.5)*1.0,3.0))*25.0; s-=pow(texture(u_texture,vec2(0.01+(uv.y*32.0)/32.0,1.0)).r,1.0); uv.x+=e*abs(s*3.0); float r = 0.0f; // Rolling distortion looking thing uv.x+=abs(r*pow(min(.003,(uv.y-.15))*6.0,2.0)); d=.051+abs(sin(s/4.0)); float c = max(0.0001,.002*d); vec2 uvo = uv; fragColor.xyz =Blur(uv,0.0,c+c*(uv.x)); float y = rgb2yiq(fragColor.xyz).r; uv.x+=.01*d; c*=6.0; fragColor.xyz =Blur(uv,.333,c); float i = rgb2yiq(fragColor.xyz).g; uv.x+=.005*d; c*=2.50; fragColor.xyz =Blur(uv,.666,c); float q = rgb2yiq(fragColor.xyz).b; fragColor.xyz=yiq2rgb(vec3(y,i,q))-pow(s+e*2.0,3.0); fragColor.xyz*=smoothstep(1.0,.999,uv.x-.1); // Scanlines float lines = 0.0; float scale = 200.0; float angle = (gl_FragCoord.y * scale); float offset = 1.0; vec4 coloro = tex * v_color; float amp = 0.7; lines = sin(angle + u_ticks) + offset; lines *= 1.0 - amp; lines += amp; coloro *= lines; coloro = fragColor * lines; // Desaturate vec3 hsv = rgb2hsv(coloro.rgb); hsv.y *= 0.75; coloro.rgb = hsv2rgb(hsv); // Debug: standard output // v_output = texture(u_texture, v_texcoord); // Apply final output v_output = coloro; }