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sdl/test/testgpurender_effects_CRT.f...

57 lines
1.6 KiB
HLSL

// This shader is adapted from the Lightweight CRT Effect at:
// https://godotshaders.com/shader/lightweight-crt-effect/
cbuffer Context : register(b0, space3) {
float2 resolution;
};
Texture2D u_texture : register(t0, space2);
SamplerState u_sampler : register(s0, space2);
struct PSInput {
float4 v_color : COLOR0;
float2 v_uv : TEXCOORD0;
};
struct PSOutput {
float4 o_color : SV_Target;
};
static const float PI = 3.14159265f;
// These could be turned into uniforms if you wanted to tweak them
static const float scan_line_amount = 0.5; // Range 0-1
static const float warp_amount = 0.05; // Range 0-1
static const float vignette_amount = 0.5; // Range 0-1
static const float vignette_intensity = 0.3; // Range 0-1
static const float grille_amount = 0.05; // Range 0-1
static const float brightness_boost = 1.2; // Range 1-2
PSOutput main(PSInput input) {
PSOutput output;
float2 uv = input.v_uv;
float2 delta = uv - 0.5;
float warp_factor = dot(delta, delta) * warp_amount;
uv += delta * warp_factor;
float scanline = sin(uv.y * resolution.y * PI) * 0.5 + 0.5;
scanline = lerp(1.0, scanline, scan_line_amount * 0.5);
float grille = fmod(uv.x * resolution.x, 3.0) < 1.5 ? 0.95 : 1.05;
grille = lerp(1.0, grille, grille_amount * 0.5);
float4 color = u_texture.Sample(u_sampler, input.v_uv) * input.v_color;
color.rgb *= scanline * grille;
float2 v_uv = uv * (1.0 - uv.xy);
float vignette = v_uv.x * v_uv.y * 15.0;
vignette = lerp(1.0, vignette, vignette_amount * 0.7);
color.rgb *= vignette * brightness_boost;
output.o_color = color;
return output;
}