CRT with variable fisheye
CRT shader with variable fisheye effect.
Shader code
//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);
}
It would be great to be able to reduce the strength to appear better in YouTube videos…