shader_type canvas_item; // Add required screen texture uniform uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; // Display settings uniform bool overlay = false; uniform vec2 resolution = vec2(640.0, 480.0); uniform float brightness = 1.4; // Scanline settings uniform float scanlines_opacity : hint_range(0.0, 1.0) = 0.4; uniform float scanlines_width : hint_range(0.0, 0.5) = 0.25; uniform float grille_opacity : hint_range(0.0, 1.0) = 0.3; // Distortion settings uniform bool roll = true; uniform float roll_speed = 8.0; uniform float roll_size : hint_range(0.0, 100.0) = 15.0; uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; uniform float aberration : hint_range(-1.0, 1.0) = 0.03; // Noise settings uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4; uniform float noise_speed = 5.0; uniform float static_noise_intensity : hint_range(0.0, 1.0) = 0.06; // Additional effects uniform bool pixelate = true; uniform bool discolor = true; uniform float warp_amount : hint_range(0.0, 5.0) = 1.0; uniform bool clip_warp = false; uniform float vignette_intensity = 0.4; uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5; // The rest of the shader code remains exactly the same from here... // (All the functions and fragment shader code remain unchanged) // Generate random value vec2 random(vec2 uv) { uv = vec2(dot(uv, vec2(127.1, 311.7)), dot(uv, vec2(269.5, 183.3))); return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123); } // Generate noise float noise(vec2 uv) { vec2 uv_index = floor(uv); vec2 uv_fract = fract(uv); vec2 blur = smoothstep(0.0, 1.0, uv_fract); return mix( mix( dot(random(uv_index + vec2(0.0, 0.0)), uv_fract - vec2(0.0, 0.0)), dot(random(uv_index + vec2(1.0, 0.0)), uv_fract - vec2(1.0, 0.0)), blur.x ), mix( dot(random(uv_index + vec2(0.0, 1.0)), uv_fract - vec2(0.0, 1.0)), dot(random(uv_index + vec2(1.0, 1.0)), uv_fract - vec2(1.0, 1.0)), blur.x ), blur.y ) * 0.5 + 0.5; } // Screen warping vec2 warp(vec2 uv) { vec2 delta = uv - 0.5; float delta2 = dot(delta.xy, delta.xy); float delta4 = delta2 * delta2; return uv + delta * (delta4 * warp_amount); } // Screen border float border(vec2 uv) { float radius = min(warp_amount, 0.08); radius = max(min(min(abs(radius * 2.0), abs(1.0)), abs(1.0)), 1e-5); vec2 abs_uv = abs(uv * 2.0 - 1.0) - vec2(1.0, 1.0) + radius; float dist = length(max(vec2(0.0), abs_uv)) / radius; return clamp(1.0 - smoothstep(0.96, 1.0, dist), 0.0, 1.0); } // Vignette effect float vignette(vec2 uv) { uv *= 1.0 - uv.xy; float vig = uv.x * uv.y * 15.0; return pow(vig, vignette_intensity * vignette_opacity); } void fragment() { // Get base UV and handle overlay vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV); vec2 text_uv = uv; // Handle pixelation if (pixelate) { text_uv = ceil(uv * resolution) / resolution; } // Calculate roll effect float roll_line = 0.0; vec2 roll_uv = vec2(0.0); if (roll || noise_opacity > 0.0) { float time = roll ? TIME : 0.0; roll_line = smoothstep(0.3, 0.9, sin(uv.y * roll_size - (time * roll_speed))); roll_line *= roll_line * smoothstep(0.3, 0.9, sin(uv.y * roll_size * roll_variation - (time * roll_speed * roll_variation))); roll_uv = vec2(roll_line * distort_intensity * (1.0 - UV.x), 0.0); } // Sample texture with chromatic aberration vec4 text; if (roll) { text.r = texture(SCREEN_TEXTURE, text_uv + roll_uv * 0.8 + vec2(aberration, 0.0) * 0.1).r; text.g = texture(SCREEN_TEXTURE, text_uv + roll_uv * 1.2 - vec2(aberration, 0.0) * 0.1).g; text.b = texture(SCREEN_TEXTURE, text_uv + roll_uv).b; } else { text.r = texture(SCREEN_TEXTURE, text_uv + vec2(aberration, 0.0) * 0.1).r; text.g = texture(SCREEN_TEXTURE, text_uv - vec2(aberration, 0.0) * 0.1).g; text.b = texture(SCREEN_TEXTURE, text_uv).b; } text.a = 1.0; // Apply CRT grille if (grille_opacity > 0.0) { float gr = smoothstep(0.85, 0.95, abs(sin(uv.x * (resolution.x * 3.14159265)))); float gg = smoothstep(0.85, 0.95, abs(sin(1.05 + uv.x * (resolution.x * 3.14159265)))); float gb = smoothstep(0.85, 0.95, abs(sin(2.1 + uv.x * (resolution.x * 3.14159265)))); text.r = mix(text.r, text.r * gr, grille_opacity); text.g = mix(text.g, text.g * gg, grille_opacity); text.b = mix(text.b, text.b * gb, grille_opacity); } // Apply brightness text.rgb = clamp(text.rgb * brightness, 0.0, 1.0); // Apply scanlines if (scanlines_opacity > 0.0) { float scan = smoothstep(scanlines_width, scanlines_width + 0.5, abs(sin(uv.y * (resolution.y * 3.14159265)))); text.rgb = mix(text.rgb, text.rgb * vec3(scan), scanlines_opacity); } // Apply noise if (noise_opacity > 0.0) { float n = smoothstep(0.4, 0.5, noise(uv * vec2(2.0, 200.0) + vec2(10.0, TIME * noise_speed))); float nl = n * roll_line * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0); text.rgb = clamp(mix(text.rgb, text.rgb + nl, noise_opacity), vec3(0.0), vec3(1.0)); } // Apply static if (static_noise_intensity > 0.0) { text.rgb += clamp(random((ceil(uv * resolution) / resolution) + fract(TIME)).x, 0.0, 1.0) * static_noise_intensity; } // Apply border and vignette text.rgb *= border(uv); text.rgb *= vignette(uv); // Handle clip warp if (clip_warp) { text.a = border(uv); } // Apply VHS discoloration if (discolor) { vec3 greyscale = vec3(dot(text.rgb, vec3(0.333))); text.rgb = mix(text.rgb, greyscale, 0.5); float midpoint = pow(0.5, 2.2); text.rgb = (text.rgb - vec3(midpoint)) * 1.2 + midpoint; } COLOR = text; }