// CRT shader via Mattias Gustavsson - https://www.shadertoy.com/view/lsB3DV // (screen warp, scanlines, and vignetting removed) precision mediump float; uniform sampler2D fbo_texture; uniform float elapsed_time; uniform vec2 resolution; out vec4 f_outPixel; vec3 sample( sampler2D tex, vec2 tc ) { // FIXME: apparently tons of these "dependent texture reads" are what // kills linux intel GPU perf vec3 s = pow(texture(tex,tc).rgb, vec3(2.2)); return s; } vec3 blur(sampler2D tex, vec2 tc, float offs) { vec4 xoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / resolution.x; vec4 yoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / resolution.y; // remember: GLSL is picky about casts, every # literal should be a float! vec3 color = vec3(0.0, 0.0, 0.0); color += sample(tex,tc + vec2(xoffs.x, yoffs.x)) * 0.00366; color += sample(tex,tc + vec2(xoffs.y, yoffs.x)) * 0.01465; color += sample(tex,tc + vec2( 0.0, yoffs.x)) * 0.02564; color += sample(tex,tc + vec2(xoffs.z, yoffs.x)) * 0.01465; color += sample(tex,tc + vec2(xoffs.w, yoffs.x)) * 0.00366; color += sample(tex,tc + vec2(xoffs.x, yoffs.y)) * 0.01465; color += sample(tex,tc + vec2(xoffs.y, yoffs.y)) * 0.05861; color += sample(tex,tc + vec2( 0.0, yoffs.y)) * 0.09524; color += sample(tex,tc + vec2(xoffs.z, yoffs.y)) * 0.05861; color += sample(tex,tc + vec2(xoffs.w, yoffs.y)) * 0.01465; color += sample(tex,tc + vec2(xoffs.x, 0.0)) * 0.02564; color += sample(tex,tc + vec2(xoffs.y, 0.0)) * 0.09524; color += sample(tex,tc + vec2( 0.0, 0.0)) * 0.15018; color += sample(tex,tc + vec2(xoffs.z, 0.0)) * 0.09524; color += sample(tex,tc + vec2(xoffs.w, 0.0)) * 0.02564; color += sample(tex,tc + vec2(xoffs.x, yoffs.z)) * 0.01465; color += sample(tex,tc + vec2(xoffs.y, yoffs.z)) * 0.05861; color += sample(tex,tc + vec2( 0.0, yoffs.z)) * 0.09524; color += sample(tex,tc + vec2(xoffs.z, yoffs.z)) * 0.05861; color += sample(tex,tc + vec2(xoffs.w, yoffs.z)) * 0.01465; color += sample(tex,tc + vec2(xoffs.x, yoffs.w)) * 0.00366; color += sample(tex,tc + vec2(xoffs.y, yoffs.w)) * 0.01465; color += sample(tex,tc + vec2( 0.0, yoffs.w)) * 0.02564; color += sample(tex,tc + vec2(xoffs.z, yoffs.w)) * 0.01465; color += sample(tex,tc + vec2(xoffs.w, yoffs.w)) * 0.00366; return color; } // http://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main(void) { vec2 q = gl_FragCoord.xy / resolution.xy; vec2 uv = q; vec3 oricol = texture( fbo_texture, vec2(q.x,q.y) ).xyz; float orialpha = texture( fbo_texture, vec2(q.x,q.y) ).a; vec3 col; // warbley in X float x = sin(0.1*elapsed_time+uv.y*21.0)*sin(0.23*elapsed_time+uv.y*29.0)*sin(0.3+0.11*elapsed_time+uv.y*31.0)*0.0017; // tone it waay down x *= 0.05; float o = 2.0*mod(gl_FragCoord.y,1.0)/resolution.x; x += o; col.r = 1.0*blur(fbo_texture,vec2(x+uv.x+0.0009,uv.y+0.0009),1.2).x+0.005; col.g = 1.0*blur(fbo_texture,vec2(x+uv.x+0.000,uv.y-0.0015),1.2).y+0.005; col.b = 1.0*blur(fbo_texture,vec2(x+uv.x-0.0015,uv.y+0.000),1.2).z+0.005; col.r += 0.2*blur(fbo_texture,vec2(x+uv.x+0.0009,uv.y+0.0009),2.25).x-0.005; col.g += 0.2*blur(fbo_texture,vec2(x+uv.x+0.000,uv.y-0.0015),1.75).y-0.005; col.b += 0.2*blur(fbo_texture,vec2(x+uv.x-0.0015,uv.y+0.000),1.25).z-0.005; float ghs = 0.05; col.r += ghs*(1.0-0.299)*blur(fbo_texture,0.75*vec2(x-0.01, -0.027)+vec2(uv.x+0.001,uv.y+0.001),7.0).x; col.g += ghs*(1.0-0.587)*blur(fbo_texture,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002),5.0).y; col.b += ghs*(1.0-0.114)*blur(fbo_texture,0.75*vec2(x+-0.02, -0.0)+vec2(uv.x-0.002,uv.y+0.000),3.0).z; col = clamp(col*0.4+0.6*col*col*1.0,0.0,1.0); col *= vec3(0.95,1.05,0.95); col = mix( col, col * col, 0.3) * 3.8; col *= 1.0+0.0015*sin(300.0*elapsed_time); col*=1.0-0.15*vec3(clamp((mod(gl_FragCoord.x+o, 2.0)-1.0)*2.0,0.0,1.0)); col *= vec3( 1.0 ) - 0.25*vec3( rand( uv+0.0001*elapsed_time), rand( uv+0.0001*elapsed_time + 0.3 ), rand( uv+0.0001*elapsed_time+ 0.5 ) ); col = pow(col, vec3(0.45)); if (uv.x < 0.0 || uv.x > 1.0) col *= 0.0; if (uv.y < 0.0 || uv.y > 1.0) col *= 0.0; // improvise alpha based on source + intensity orialpha += (col.r + col.g + col.b) / 3.0; f_outPixel = vec4(col,orialpha); }