Five Nights at Freddy’s Style ‘Fisheye’

Har har har har har

I couldn’t find any online that could replicate this effect, so I made my own.
I tried applying the effect on both UV.y and the UV.x, but the result is kinda hideous.

Feel free to make suggestions!

Enjoy!

EDIT: I just had to search for ‘FNaF’ on this exact website to find the effect I needed lmaoo oh well

Shader code
shader_type canvas_item;

//defines the coefficient
uniform float coeff : hint_range(0, .5);

void fragment(){
	//gets the SCREEN_UV
	vec2 suv = SCREEN_UV;
	
	//side maps 0.0>1.0 into -1.0>1.0
	//side as in "-1.0 is the left side, 1.0 is the right one"
	float side = (SCREEN_UV.y * 2.0) - 1.0;
	
	//mountain maps 0.0>1.0 into a 0.0>0.0, where the mid-value is 1.0.
	float mountain = -abs((SCREEN_UV.x * 2.0) - 1.0) + 1.0;
	
	//maps mountain into a sine-wave's first ramp
	mountain = mountain * PI/2.0;
	
	//newv says 'how much should the pixel be moved based in its position?'
	//mountain defines the amount, coeff scales it and 'sin' smooths it out.
	//the multiplication with PI/2.0 is mandatory for sin to work
	float newv = coeff * sin(mountain);
	
	//modifies the screen uv saved before
	//(newv * side) applies the effect on both left and right.
	//if 'side' wasn't here, the effect would be applied only one way.
	//even more important is the subtraction with 'coeff*size'.
	//this scales the shader up and down so that you don't end up with borders.
	suv.y += ((newv * side) - (coeff*side));
	
	//updates the texture
	COLOR = texture(SCREEN_TEXTURE, suv);
}
Tags
fnaf fisheye barrel fivenightsatfreddys godot4
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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Unhinged Dev
11 months ago

amazing

Unhinged Dev
11 months ago

for anyone wanting to make a realistic fps camera with this, i suggest you use sin(-mountain) since it gives a really nice effect

McCoy
McCoy
6 months ago

Is this somehow not compatible with newer versions? It makes the Sprite blank, even when

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; 

is added to correct the removal of SCREEN_TEXTURE from Godot 4. I’m a little new to shaders so debugging this is becoming a bit of a headache.