add CRT shader
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4267332d70
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@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://Main.gdns" type="Script" id=1]
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[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
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[ext_resource path="res://monitor/Monitor.tscn" type="PackedScene" id=3]
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[ext_resource path="res://shaders/crt/crt.tscn" type="PackedScene" id=4]
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[node name="Main" type="Node"]
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pause_mode = 2
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@ -13,3 +14,5 @@ level = ExtResource( 2 )
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pause_mode = 1
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[node name="Monitor" parent="." instance=ExtResource( 3 )]
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[node name="CRT" parent="." instance=ExtResource( 4 )]
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@ -19,7 +19,7 @@ config/icon="res://icon.png"
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window/size/width=512
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window/size/height=288
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window/stretch/mode="viewport"
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window/stretch/mode="2d"
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window/stretch/aspect="keep"
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[editor]
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73
godot/shaders/crt/crt.shader
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73
godot/shaders/crt/crt.shader
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@ -0,0 +1,73 @@
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shader_type canvas_item;
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const float PI = 3.14159;
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uniform vec2 resolution = vec2(1024.0, 576.0);
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uniform bool show_curve = false;
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uniform bool show_vignette = false;
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uniform bool show_horizontal_scan_lines = true;
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uniform bool show_vertical_scan_lines = false;
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uniform bool gray_scale = false;
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uniform float curvature_x_amount : hint_range(3.0, 15.0, 0.01) = 6.0;
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uniform float curvature_y_amount : hint_range(3.0, 15.0, 0.01) = 6.0;
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uniform vec4 corner_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform float vignette_size : hint_range(1, 300, 0.1) = 4.0;
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uniform float vignette_opacity : hint_range(0.0, 1.0, 0.01) = 1.0;
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const float brightness = 3.0;
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vec2 uv_curve(vec2 uv) {
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if (show_curve) {
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uv = uv * 2.0 - 1.0;
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vec2 offset = abs(uv.yx) / vec2(curvature_x_amount, curvature_y_amount);
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uv = uv + uv * offset * offset;
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uv = uv * 0.5 + 0.5;
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}
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return uv;
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}
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void fragment() {
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vec2 screen_uv = uv_curve(SCREEN_UV);
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vec3 color = texture(SCREEN_TEXTURE, screen_uv).rgb;
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if (show_horizontal_scan_lines || show_vertical_scan_lines) {
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color.r = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).r;
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color.g = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).g;
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color.b = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).b;
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}
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if (show_vignette) {
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float vignette = UV.x * UV.y * (1.0 - UV.x) * (1.0 - UV.y);
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vignette = clamp(pow((resolution.x / vignette_size) * vignette, vignette_opacity), 0.0, 1.0);
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color *= vignette;
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}
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if (show_horizontal_scan_lines) {
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float s = sin(uv_curve(SCREEN_UV).y * resolution.y / 2.0 * PI);
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s = (s * 0.5 + 0.5) * 0.9 + 0.1;
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vec4 scan_line = vec4(vec3(pow(s, 0.25)), 1.0);
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color *= scan_line.rgb;
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}
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if (show_vertical_scan_lines) {
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float s = sin(uv_curve(SCREEN_UV).x * resolution.x / 2.0 * PI);
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s = (s * 0.5 + 0.5) * 0.9 + 0.1;
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vec4 scan_line = vec4(vec3(pow(s, 0.25)), 1.0);
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color *= scan_line.rgb;
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}
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if (show_curve) {
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if (screen_uv.x < 0.0 || screen_uv.x > 1.0 || screen_uv.y < 0.0 || screen_uv.y > 1.0) {
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color = corner_color.rgb;
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}
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}
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if (gray_scale) {
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float avg = (color.r + color.g + color.b) / brightness;
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color = vec3(avg);
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}
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COLOR = vec4(color, 1.0);
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}
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17
godot/shaders/crt/crt.tres
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17
godot/shaders/crt/crt.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
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[ext_resource path="res://shaders/crt/crt.shader" type="Shader" id=1]
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[resource]
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shader = ExtResource( 1 )
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shader_param/resolution = Vector2( 1280, 720 )
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shader_param/show_curve = false
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shader_param/show_vignette = false
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shader_param/show_horizontal_scan_lines = true
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shader_param/show_vertical_scan_lines = false
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shader_param/gray_scale = false
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shader_param/curvature_x_amount = 6.0
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shader_param/curvature_y_amount = 6.0
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shader_param/corner_color = Color( 0, 0, 0, 1 )
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shader_param/vignette_size = 4.0
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shader_param/vignette_opacity = 1.0
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11
godot/shaders/crt/crt.tscn
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11
godot/shaders/crt/crt.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://shaders/crt/crt.tres" type="Material" id=1]
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[node name="CRT" type="CanvasLayer"]
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[node name="ColorRect" type="ColorRect" parent="."]
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material = ExtResource( 1 )
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anchor_right = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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