Created
December 6, 2024 02:03
-
-
Save b0o/1171b9d9931f348d8d08cca0148debbd to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Loosely based on postprocessing shader by inigo quilez, License Creative | |
// Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
vec2 curve(vec2 uv) { | |
uv = (uv - 0.5) * 2.0; | |
uv *= 1.05; // Reduced from 1.1 | |
uv.x *= 1.0 + pow((abs(uv.y) / 6.0), 2.0); // Reduced curve from 5.0 to 6.0 | |
uv.y *= 1.0 + pow((abs(uv.x) / 5.0), 2.0); // Reduced curve from 4.0 to 5.0 | |
uv = (uv / 2.0) + 0.5; | |
uv = uv * 0.95 + 0.025; // Less aggressive edge scaling | |
return uv; | |
} | |
void mainImage(out vec4 fragColor, in vec2 fragCoord) { | |
vec2 q = fragCoord.xy / iResolution.xy; | |
vec2 uv = q; | |
uv = curve(uv); | |
vec3 oricol = texture(iChannel0, vec2(q.x, q.y)).xyz; | |
vec3 col; | |
float x = sin(0.3 * iTime + uv.y * 21.0) * sin(0.7 * iTime + uv.y * 29.0) * | |
sin(0.3 + 0.33 * iTime + uv.y * 31.0) * 0.0017; | |
col.r = texture(iChannel0, vec2(x + uv.x + 0.0005, uv.y + 0.0005)).x + 0.03; | |
col.g = texture(iChannel0, vec2(x + uv.x + 0.000, uv.y - 0.001)).y + 0.03; | |
col.b = texture(iChannel0, vec2(x + uv.x - 0.001, uv.y + 0.000)).z + 0.03; | |
col.r += 0.04 * texture(iChannel0, 0.75 * vec2(x + 0.015, -0.017) + | |
vec2(uv.x + 0.0005, uv.y + 0.0005)) | |
.x; | |
col.g += 0.025 * texture(iChannel0, 0.75 * vec2(x + -0.012, -0.01) + | |
vec2(uv.x + 0.000, uv.y - 0.001)) | |
.y; | |
col.b += 0.04 * texture(iChannel0, 0.75 * vec2(x + -0.01, -0.008) + | |
vec2(uv.x - 0.001, uv.y + 0.000)) | |
.z; | |
col = clamp(col * 0.7 + 0.3 * col * col * 1.0, 0.0, 1.0); | |
float vig = (0.0 + 1.0 * 12.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); | |
col *= vec3(pow(vig, 0.4)); | |
col *= vec3(0.97, 1.03, 0.97); | |
col *= 2.2; | |
float scans = clamp(0.6 + 0.2 * sin(3.5 * iTime + uv.y * iResolution.y * 1.5), | |
0.0, 1.0); | |
float s = pow(scans, 1.5); | |
col = col * vec3(0.6 + 0.4 * s); | |
col *= 1.0 + 0.01 * sin(110.0 * iTime); | |
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 - 0.35 * vec3(clamp((mod(fragCoord.x, 2.0) - 1.0) * 2.0, 0.0, 1.0)); | |
float comp = smoothstep(0.1, 0.9, sin(iTime)); | |
// Remove the next line to stop cross-fade between original and postprocess | |
// col = mix( col, oricol, comp ); | |
fragColor = vec4(col, 1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment