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