104 lines
2.9 KiB
GLSL
104 lines
2.9 KiB
GLSL
// [src] https://github.com/Hammster/windows-terminal-shaders (CC0)
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// Settings
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#define GRAIN_INTENSITY 0.02
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#define TINT_COLOR vec4(1, 0.7f, 0, 0)
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#define ENABLE_SCANLINES 1
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#define ENABLE_REFRESHLINE 1
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#define ENABLE_NOISE 1
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#define ENABLE_CURVE 1
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#define ENABLE_TINT 0
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#define ENABLE_GRAIN 0
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#define DEBUG 0
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// Grain Lookup Table
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#define a0 0.151015505647689
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#define a1 -0.5303572634357367
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#define a2 1.365020122861334
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#define b0 0.132089632343748
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#define b1 -0.7607324991323768
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const vec4 tint = TINT_COLOR;
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const vec4 scanlineTint = vec4(0.6f, 0.6f, 0.6f, 0.0f);
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float permute(float x) {
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x *= (34 * x + 1);
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return 289 * fract(x * 1 / 289.0f);
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}
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float rand(float state) {
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return fract(permute(state) / 41.0f);
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}
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float fmod(float x, float y) {
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return x - y * trunc(x/y);
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}
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vec4 CRT( vec2 uv ) {
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vec2 xy = uv;
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#if ENABLE_CURVE
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// TODO: add control variable for transform intensity
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xy -= 0.5f; // offcenter screen
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float r = xy.x * xy.x + xy.y * xy.y; // get ratio
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xy *= 4.2f + r; // apply ratio
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xy *= 0.25f; // zoom
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xy += 0.5f; // move back to center
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// TODO: add monitor visuals and make colors static consts
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// Outter Box
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if(xy.x < -0.025f || xy.y < -0.025f) return vec4(0, 0, 0, 0);
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if(xy.x > 1.025f || xy.y > 1.025f) return vec4(0, 0, 0, 0);
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// Bazel
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if(xy.x < -0.015f || xy.y < -0.015f) return vec4(0.03f, 0.03f, 0.03f, 0.0f);
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if(xy.x > 1.015f || xy.y > 1.015f) return vec4(0.03f, 0.03f, 0.03f, 0.0f);
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// Screen Border
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if(xy.x < 0.001f || xy.y < 0.001f) return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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if(xy.x > 0.999f || xy.y > 0.999f) return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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#endif
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vec4 color = texture(iChannel0, xy);
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#if DEBUG
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if(xy.x < 0.5f) return color;
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#endif
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#if ENABLE_REFRESHLINE
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float timeOver = fmod(iTime / 5, 1);
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float refreshLineColorTint = timeOver - xy.y;
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if(xy.y > timeOver && xy.y - 0.03f < timeOver ) color.rgb += (refreshLineColorTint * 2.0f);
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#endif
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#if ENABLE_SCANLINES
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// scanlines are always every 1px
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if(fmod(floor(uv.y * iResolution.y), 2) != 0) color *= scanlineTint;
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#endif
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#if ENABLE_TINT
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float grayscale = (color.r + color.g + color.b) / 3.f;
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color = vec4(grayscale, grayscale, grayscale, 0);
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color *= tint;
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#endif
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#if ENABLE_GRAIN
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vec3 m = vec3(tex, fmod(iTime, 5) / 5) + 1.;
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float state = permute(permute(m.x) + m.y) + m.z;
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float p = 0.95 * rand(state) + 0.025;
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float q = p - 0.5;
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float r2 = q * q;
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float grain = q * (a2 + (a1 * r2 + a0) / (r2 * r2 + b1 * r2 + b0));
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color.rgb += GRAIN_INTENSITY * grain;
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#endif
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return color;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 src = texture(iChannel0, uv);
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fragColor = vec4(CRT(uv).rgb, src.a);
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}
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