Files
whisper_voice/src/ui/qml/crt.frag
2026-01-24 17:03:52 +02:00

57 lines
1.5 KiB
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float time;
};
layout(binding = 1) uniform sampler2D source;
void main() {
vec2 uv = qt_TexCoord0;
// CRT curvature distortion
vec2 crtUV = uv - 0.5;
float curvature = 0.03;
crtUV *= 1.0 + curvature * (crtUV.x * crtUV.x + crtUV.y * crtUV.y);
crtUV += 0.5;
// Clamp to avoid sampling outside
if (crtUV.x < 0.0 || crtUV.x > 1.0 || crtUV.y < 0.0 || crtUV.y > 1.0) {
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
// Sample the texture
vec4 color = texture(source, crtUV);
// Scanlines effect (fine and subtle)
float scanlineIntensity = 0.04;
float scanline = sin(crtUV.y * 2400.0) * scanlineIntensity;
color.rgb -= scanline;
// RGB color separation (chromatic aberration)
float aberration = 0.001;
float r = texture(source, crtUV + vec2(aberration, 0.0)).r;
float g = color.g;
float b = texture(source, crtUV - vec2(aberration, 0.0)).b;
color.rgb = vec3(r, g, b);
// Subtle vignette
float vignette = 1.0 - 0.3 * length(crtUV - 0.5);
color.rgb *= vignette;
// Slight green/cyan phosphor tint
color.rgb *= vec3(0.95, 1.0, 0.98);
// Flicker (very subtle)
float flicker = 0.98 + 0.02 * sin(time * 15.0);
color.rgb *= flicker;
fragColor = color * qt_Opacity;
}