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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":12}
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// [COMBO] {"material":"ui_editor_properties_greyscale","combo":"GREYSCALE","type":"options","default":0}
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// [COMBO] {"material":"ui_editor_properties_artifacts_negated","combo":"INVERTARTIFACTS","type":"options","default":1}
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#include "common.h"
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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varying vec2 v_TexCoordGlitchBase;
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varying vec4 v_TexCoordGlitch;
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varying vec4 v_TexCoordNoise;
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varying vec4 v_TexCoordVHSNoise;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_noise","default":"util/noise"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","paintdefaultcolor":"0 0 0 1","combo":"MASK"}
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uniform float g_Time;
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uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":0.3,"range":[0.01, 1.0]}
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uniform float g_NoiseAlpha; // {"material":"strength","label":"ui_editor_properties_alpha","default":1.0,"range":[0.0, 2.0]}
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uniform float g_DistortionStrength; // {"material":"distortionstrength","label":"ui_editor_properties_distortion_strength","default":1.0,"range":[0.0, 2.0]}
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uniform float g_DistortionSpeed; // {"material":"distortionspeed","label":"ui_editor_properties_distortion_speed","default":1,"range":[0.0, 2.0]}
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uniform float g_DistortionWidth; // {"material":"distortionwidth","label":"ui_editor_properties_distortion_width","default":1.0,"range":[0.0, 2.0]}
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uniform float g_ArtifactsScale; // {"material":"artifacts","label":"ui_editor_properties_artifacts","default":1,"range":[0.0, 3.0]}
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uniform float g_Chromatic; // {"material":"chromatic","label":"ui_editor_properties_chromatic_aberration","default":0.3,"range":[0.0, 1.0]}
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uniform float g_Tracking; // {"material":"tracking","label":"ui_editor_properties_tracking","default":0.5,"range":[0.0, 2.0]}
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void main() {
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float dblend = sin(g_Time);
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dblend = sign(dblend) * pow(abs(max(0.00001, dblend)), 4.0);
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vec2 distortion = vec2(dblend *
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g_DistortionStrength * 0.02 *
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smoothstep(0.01 * g_DistortionWidth, 0.0, abs(frac(g_Time * g_DistortionSpeed) - v_TexCoord.y)),
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0.0);
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distortion *= g_NoiseAlpha;
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vec4 albedo;
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float vhsBlend = 1.0;
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vec2 vhsNoise = texSample2D(g_Texture1, v_TexCoordVHSNoise.xy).rg;
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vec2 vhsNoise2 = texSample2D(g_Texture1, v_TexCoordVHSNoise.zw).rg;
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float artifactLimiter = pow(max(g_ArtifactsScale, 0.0001), 0.2);
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float artifactsAlpha = step(0.001, g_NoiseScale) * step(0.9, vhsNoise.x * artifactLimiter) * step(0.9, vhsNoise2.x * artifactLimiter) * vhsNoise.y * vhsNoise2.y;
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float artifactLimiterChromatic = pow(max(g_Chromatic, 0.0001), 0.2);
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float artifactsAlphaChromatic = vhsNoise.x * vhsNoise2.x * artifactLimiterChromatic * vhsNoise.y * vhsNoise2.y;
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vec2 texCoord = v_TexCoord.xy;
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vec4 glitchCoords = v_TexCoordGlitch;
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texCoord.x += g_NoiseAlpha * artifactsAlphaChromatic * g_Chromatic * 0.1;
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float lineNoise = texSample2D(g_Texture1, vec2(g_Time, v_TexCoordVHSNoise.w)).r;
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float lineOffset = step(0.9, lineNoise) * 0.005 * g_Tracking;
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texCoord.x += lineOffset;
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glitchCoords.xz += CAST2(lineOffset);
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#if MASK == 1
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vhsBlend *= texSample2D(g_Texture2, v_TexCoord.zw).r;
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vec4 orig = texSample2D(g_Texture0, texCoord + distortion * vhsBlend);
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albedo.ra = texSample2D(g_Texture0, v_TexCoordGlitchBase + distortion * vhsBlend).ra;
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#else
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vec4 orig = texSample2D(g_Texture0, texCoord + distortion);
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albedo.ra = orig.ra;
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#endif
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albedo.g = texSample2D(g_Texture0, glitchCoords.xy + distortion).g;
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albedo.b = texSample2D(g_Texture0, glitchCoords.zw + distortion).b;
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vec3 noise = texSample2D(g_Texture1, v_TexCoordNoise.xy).rgb;
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vec3 noise2 = texSample2D(g_Texture1, v_TexCoordNoise.zw).gbr;
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#if GREYSCALE == 1
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noise = CAST3(greyscale(noise));
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noise2 = CAST3(greyscale(noise2));
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#endif
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noise = saturate(noise * noise2);
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float blend = 0.1;
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, noise, blend);
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albedo.rgb = BlendOpacity(albedo.rgb, smoothstep(0.7, 1.0, noise), BlendLinearDodge, blend);
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#if INVERTARTIFACTS
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albedo.rgb = mix(albedo.rgb, CAST3(1.0 - albedo.rgb), artifactsAlpha);
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#else
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albedo.rgb += CAST3(artifactsAlpha);
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#endif
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gl_FragColor = mix(orig, albedo, g_NoiseAlpha * vhsBlend);
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}
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@@ -0,0 +1,57 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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#if MASK == 1
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uniform vec4 g_Texture2Resolution;
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#endif
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uniform float g_Time;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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varying vec2 v_TexCoordGlitchBase;
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varying vec4 v_TexCoordGlitch;
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varying vec4 v_TexCoordNoise;
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varying vec4 v_TexCoordVHSNoise;
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uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":0.3,"range":[0.01, 1.0]}
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uniform float g_Chromatic; // {"material":"chromatic","label":"ui_editor_properties_chromatic_aberration","default":0.3,"range":[0.0, 1.0]}
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uniform float g_ArtifactsScale; // {"material":"artifacts","label":"ui_editor_properties_artifacts","default":1,"range":[0.0, 3.0]}
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uniform float g_NoiseAlpha; // {"material":"strength","label":"ui_editor_properties_alpha","default":1.0,"range":[0.0, 2.0]}
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
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float t = frac(g_Time);
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v_TexCoord = a_TexCoord.xyxy;
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v_TexCoordNoise.xy = (a_TexCoord.xy + t) * g_NoiseScale;
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v_TexCoordNoise.zw = (a_TexCoord.xy - t * 2.5) * g_NoiseScale * 0.52;
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v_TexCoordNoise *= vec4(aspect, 1.0, aspect, 1.0);
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#if MASK == 1
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v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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a_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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v_TexCoordVHSNoise.xy = v_TexCoordNoise.xy * vec2(0.1, 10);
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v_TexCoordVHSNoise.zw = v_TexCoordNoise.zw * vec2(0.01, 2);
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v_TexCoordGlitch = v_TexCoord.xyxy;
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float chromatic = min(g_Chromatic, 0.1);
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vec3 glitchOffset = chromatic * smoothstep(0, 2, 1 + 0.5 * sin(g_Time * vec3(11, 7, 13) * 2)) * vec3(0.0019, 0.0021, 0.0017);
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v_TexCoordGlitch.y += 0.004 * chromatic + glitchOffset.x;
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v_TexCoordGlitch.xz += glitchOffset.xy + vec2(0.005, -0.0005) * chromatic;
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v_TexCoordGlitch.z -= glitchOffset.z + 0.006 * chromatic;
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v_TexCoordGlitch.w -= 0.0045 * chromatic;
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v_TexCoordGlitchBase.x = v_TexCoord.x + glitchOffset.z * min(1.0, g_NoiseAlpha);
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v_TexCoordGlitchBase.y = v_TexCoord.y - glitchOffset.z * min(1.0, g_NoiseAlpha);
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}
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