Created
August 5, 2024 00:37
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Godot shader that distorts a texture as though it's viewed through a slightly bulbous CRT
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shader_type canvas_item; | |
render_mode blend_mix; | |
uniform float bulge = 0.1; | |
uniform float scale = 1.0; | |
//used to set curvature of screen crop | |
uniform float n = 5.0; | |
void fragment() { | |
vec2 cuv = UV-0.5; | |
//screen bulge | |
float xbulge = bulge * abs(cuv.x) * 2.0; | |
float ybulge = bulge * abs(cuv.y) * 2.0; | |
float uvX = (cuv.x) * (scale-sin(UV.y*PI)*xbulge) + 0.5; | |
float uvY = (cuv.y) * (scale-sin(UV.x*PI)*ybulge) + 0.5; | |
//crop | |
float angle = atan(cuv.y, cuv.x); | |
float superellipse_radius = pow( pow(abs(cos(angle)),n) + pow(abs(sin(angle)),n),-1.0/n); | |
float superellipse_crop = superellipse_radius < length(cuv)*2.0?0.0:1.0; | |
COLOR = min(texture(TEXTURE, vec2(uvX,uvY)),superellipse_crop); | |
} |
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