//based on https://godotshaders.com/shader/crt-shader-2/ shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; uniform float fisheye_strength = 1.0; // Adjust this to control the fisheye effect strength vec2 fisheye(vec2 uv) { vec2 d = uv - 0.5; float r = length(d); float theta = atan(d.y, d.x); float rf = pow(r, fisheye_strength) / pow(0.5, fisheye_strength - 1.0); return vec2(0.5) + rf * normalize(d); } vec2 curve(vec2 uv) { uv = (uv - 0.5) * 2.0; uv *= 1.1; uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); uv = (uv / 2.0) + 0.5; uv = uv *0.92 + 0.04; return uv; } void fragment() { vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE; vec2 q = FRAGCOORD.xy / iResolution.xy; // Apply fisheye distortion q = fisheye(q); vec2 uv = curve(q); uv = curve( uv ); vec3 oricol = texture( screen_texture, vec2(q.x,q.y) ).xyz; vec3 col; float x = sin(0.3*TIME+uv.y*21.0)*sin(0.7*TIME+uv.y*29.0)*sin(0.3+0.33*TIME+uv.y*31.0)*0.0017; col.r = texture(screen_texture,vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05; col.g = texture(screen_texture,vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05; col.b = texture(screen_texture,vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05; col.r += 0.08*texture(screen_texture,0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x; col.g += 0.05*texture(screen_texture,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y; col.b += 0.08*texture(screen_texture,0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z; col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0); float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y)); col *= vec3(pow(vig,0.3)); col *= vec3(0.95,1.05,0.95); col *= 2.8; float scans = clamp( 0.35+0.35*sin(3.5*TIME+uv.y*iResolution.y*1.5), 0.0, 1.0); float s = pow(scans,1.7); col = col*vec3( 0.4+0.7*s) ; col *= 1.0+0.01*sin(110.0*TIME); if (uv.x < 0.0 || uv.x > 1.0) col *= 0.0; if (uv.y < 0.0 || uv.y > 1.0) col *= 0.0; col*=1.0-0.65*vec3(clamp((mod(FRAGCOORD.x, 2.0)-1.0)*2.0,0.0,1.0)); float comp = smoothstep( 0.1, 0.9, sin(TIME) ); COLOR = vec4(col,1.0); }