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- -- GLSL.Vert --
-
- #version 120
-
- void main()
- {
- gl_Position=gl_Vertex;
- gl_TexCoord[0]=gl_MultiTexCoord0;
- }
-
- -- GLSL.Frag --
-
- #version 120
-
- uniform sampler2D texture;
- uniform vec2 screen_size;
- uniform float time;
- uniform vec2 deform;
- uniform vec4 ghost1;
- uniform vec4 ghost2;
- uniform float vignetting;
- uniform float aberration;
- uniform vec4 moire_h;
- uniform vec4 moire_v;
- uniform vec4 scanline_h;
- uniform vec4 scanline_v;
- uniform vec3 corner;
- uniform float sync;
- uniform float beat;
-
- vec2 screen(in vec2 p,in float radius)
- {
- float d=deform.x+sync*0.0625+beat*0.0375;
- return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5;
- }
-
- vec3 get_color(in sampler2D tex,in vec2 p)
- {
- return texture2D(tex,clamp(p,-1.0,0.0)).xyz;
- }
-
- float letterbox(in vec2 p,in float w,in float radius,in float smooth)
- {
- return 1.0-smoothstep(smooth,1.0,length(max(abs(p*w+w/2.0)-vec2(radius),0.0))+radius);
- }
-
- void main(void)
- {
- vec2 q=gl_FragCoord.xy/screen_size.xy;
- vec2 p=-1.0+2.0*gl_FragCoord.xy/screen_size.xy;
- p.y+=0.025*sync;
- vec2 z=screen(p,deform.y);
- vec2 z1=screen(p,deform.y+ghost1.z*0.01);
- vec2 z2=screen(p,deform.y+ghost2.z*0.01);
- float mask=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);
-
- vec3 source=get_color(texture,z);
- vec3 g1=get_color(texture,z1-ghost1.xy);
- vec3 g2=get_color(texture,z2-ghost2.xy);
-
- vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix
-
- float v=aberration/float(screen_size.x);//+aberration/float(screen_size.x)*(2.0-mask);
- vec3 ca1=get_color(texture,vec2(z.x-v,z.y));
- vec3 ca2=get_color(texture,vec2(z.x+v,z.y));
- c+=vec3(ca1.x,c.y,ca2.z); // chromatic aberration
-
- c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h
- c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v
- c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h
- c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v
- c*=mix(1.0,mask,vignetting); // vignetting
- c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner
- gl_FragColor=vec4(c,1.0);
- }
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