Simple CRT Bulge
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Shader code
shader_type canvas_item;
uniform float intensity: hint_range(-1.0, 1.0, 0.001) = 0.065;
uniform sampler2D ST : hint_screen_texture, filter_nearest;
void fragment() {
float map = distance(SCREEN_UV, vec2(0.5));
COLOR = texture(ST, vec2(
SCREEN_UV.x - (map - 0.5) * intensity * (0.5 - SCREEN_UV.x),
SCREEN_UV.y - (map - 0.5) * intensity * (0.5 - SCREEN_UV.y))
);
}



