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