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VHS Dreams
This piece is based on a Voronoi pattern with a mimicked underwater effect based on texture displacement and several other post-processing effects.
Created by marcogomez on Thu, 27 May 2021 21:27:53 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; // prgm0 -> main out + VHS post-processing effect (in: prgm2, prgm3, prgm7) // prgm1 -> liquid wave displacement A (in: prgm1, prgm2, prgm4) // prgm2 -> liquid wave displacement B (in: prgm1, prgm2, prgm4) // prgm3 -> caustics // prgm4 -> voronoi pattern (in: prgm3) // prgm5 -> Apply liquid wave displacement (in: prgm2, prgm4) // prgm6 -> post-processing (vig, brightness, contrast, sat, filmicReinhard) (in: prgm5) // prgm7 -> post-processing (CRT) uniform sampler2D prgm2Texture; uniform sampler2D prgm3Texture; uniform sampler2D prgm7Texture; uniform vec2 resolution; uniform float time; uniform float fft; const float h = 0.002; const float v = 0.002; const float g = 0.12; float stepm(float a, float b, float c) { return step(c, sin(time + a * cos(time * b))); } vec3 badVHS(vec2 uv, sampler2D tex) { float tmod = mod(time * 0.25, 3.0); float lookyMod = uv.y - tmod; float window = 1.0 / (1.0 + 20.0 * lookyMod * lookyMod); float lookyStep = stepm(4.0, 4.0, 0.3) * 0.5; uv.x = uv.x + sin(uv.y * 10.0 + time) / 100.0 * lookyStep * (1.0 + cos(time * 80.0)) * window * 0.25; float vShift = v * stepm(2.0, 3.0, 0.9) * (sin(time) * sin(time * 20.0) + (0.5 + 0.1 * sin(time * 200.0) * cos(time))); //uv.y = mod(uv.y + vShift, 5.0); vec3 desatColor; float _r, _g, _b; float x = sin(0.3 * time + uv.y * 21.0) * sin(0.7 * time + uv.y * 29.0) * sin(0.3 + 0.33 * time + uv.y * 31.0) * h; _r = texture2D(tex, vec2(x + uv.x + 0.001, uv.y + 0.001)).x + 0.007; _g = texture2D(tex, vec2(x + uv.x + 0.000, uv.y - 0.002)).y + 0.007; _b = texture2D(tex, vec2(x + uv.x - 0.002, uv.y + 0.000)).z + 0.007; _r += 0.08 * texture2D(tex, 0.75 * vec2(x + 0.012, -0.013) + vec2(uv.x + 0.001, uv.y + 0.001)).x; _g += 0.05 * texture2D(tex, 0.75 * vec2(x + -0.011, -0.010) + vec2(uv.x + 0.000, uv.y - 0.002)).y; _b += 0.08 * texture2D(tex, 0.75 * vec2(x + -0.010, -0.009) + vec2(uv.x - 0.002, uv.y + 0.000)).z; float _luma = 0.3 * _r + 0.6 * _g + 0.1 * _b; float _desat = 0.3; desatColor = vec3( _r + _desat * (_luma - _r), _g + _desat * (_luma - _g), _b + _desat * (_luma - _b) ); desatColor = clamp(desatColor, 0.0, 1.0); return desatColor; } float oscillate(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(2.0 * 3.14159265359))) * (exp(-(((z - u) * (z - u)) / (2.0 * (o * o))))) ); } vec3 gaussgrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } vec2 curve(vec2 uv) { uv = (uv - 0.5) * 2.0; uv *= 1.1; uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); uv = (uv / 2.0) + 0.5; uv = uv * 0.92 + 0.04; return uv; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm2 = texture2D(prgm2Texture, uv); vec4 prgm3 = texture2D(prgm3Texture, uv); vec4 prgm6 = texture2D(prgm7Texture, uv); uv = curve(uv); float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec3 grain = gaussgrain(frameTime * 2.0); vec3 grainB = gaussgrain(frameTime * 0.5); vec3 vhsCol = badVHS(uv, prgm7Texture) + (grain * grain) * g; float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); vhsCol *= vec3(pow(abs(vig), 1.4)); float scans = clamp(0.35 + 0.35 * sin(3.5 * time + uv.y * resolution.y * 1.5), 0.0, 1.0); float s = pow(scans, 1.33); vhsCol = vhsCol * vec3(1.4 + 1.7 * s); if (uv.x < 0.0 || uv.x > 1.0) { vhsCol *= 0.0; } if (uv.y < 0.0 || uv.y > 1.0) { vhsCol *= 0.0; } vhsCol *= 1.0 - 0.37 * vec3(clamp((mod(gl_FragCoord.x, 2.0) - 1.0) * 2.0, 0.0, 1.0)); vec4 tvhs = vec4(vhsCol * 1.05, 1.0); float osc = clamp(oscillate(-0.5, 0.5, time * 0.03), 0.0, 0.3); float mixAmount = 0.091 + clamp(prgm3.x * 2.1, 0.0, 0.409) + osc; vec4 finalColor = mix(prgm6, tvhs, clamp(mixAmount, 0.0, 1.0)); finalColor = mix(finalColor, finalColor * finalColor, 0.7 - fft * 0.4) * 1.2; finalColor.rgb -= grainB * 0.03; finalColor.rgb = mix(finalColor.rgb, vhsCol, 0.05); finalColor = clamp(finalColor, 0.0, 1.0); finalColor.a = 1.0; gl_FragColor = finalColor; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform sampler2D prgm2Texture; uniform sampler2D prgm4Texture; uniform vec2 resolution; uniform vec2 mouse; uniform float time; uniform int frame; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mp = ((mouse + 1.0) * 0.5) * resolution; vec3 e = vec3(vec2(1.0) / resolution.xy, 0.0); vec2 q = uv; vec4 c = texture2D(prgm1Texture, q); float p11 = c.x; float p10 = texture2D(prgm2Texture, q - e.zy).x + texture2D(prgm4Texture, q - e.zy).x * 0.002; float p01 = texture2D(prgm2Texture, q - e.xz).x + texture2D(prgm4Texture, q - e.xz).x * 0.002; float p21 = texture2D(prgm2Texture, q + e.xz).x + texture2D(prgm4Texture, q + e.xz).x * 0.002; float p12 = texture2D(prgm2Texture, q + e.zy).x + texture2D(prgm4Texture, q + e.zy).x * 0.002; float d = 0.0; d = smoothstep(0.5, 96.0, length(mp.xy - gl_FragCoord.xy) * 1.5); d += -(p11 - 0.5) * 2.0 + (p10 + p01 + p21 + p12 - 2.0); d *= 0.995; d *= max(min(1.0, float(frame)), 0.0) * clamp(time - 1.0, 0.0, 1.0); d = d * 0.5 + 0.5; gl_FragColor = vec4(d, 0.0, 0.0, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform sampler2D prgm2Texture; uniform sampler2D prgm4Texture; uniform vec2 resolution; uniform vec2 mouselerp; uniform float time; uniform int frame; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mp = ((mouselerp + 1.0) * 0.5) * resolution; vec3 e = vec3(vec2(1.0) / resolution.xy, 0.0); vec2 q = uv; vec4 c = texture2D(prgm2Texture, q); float p11 = c.x; float p10 = texture2D(prgm1Texture, q - e.zy).x + texture2D(prgm4Texture, q - e.zy).x * 0.004; float p01 = texture2D(prgm1Texture, q - e.xz).x + texture2D(prgm4Texture, q - e.xz).x * 0.004; float p21 = texture2D(prgm1Texture, q + e.xz).x + texture2D(prgm4Texture, q + e.xz).x * 0.004; float p12 = texture2D(prgm1Texture, q + e.zy).x + texture2D(prgm4Texture, q + e.zy).x * 0.004; float d = 0.0; d = smoothstep(0.0, 256.0, length(mp.xy - gl_FragCoord.xy) * resolution.x); d += -(p11 - 0.5) * 2.0 + (p10 + p01 + p21 + p12 - 2.0); d *= 0.997; d *= max(min(1.0, float(frame)), 0.0) * clamp(time - 1.0, 0.0, 1.0); d = d * 0.5 + 0.5; gl_FragColor = vec4(d, 0.0, 0.0, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform vec2 resolution; uniform float time; uniform float fft; const float PI = acos(-1.0); const float TAU = 2.0 * PI; const vec3 wc = vec3(0.1, 0.1, 0.4); const int maxIter = 5; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; float t1 = time * 0.5 + 23.0; vec2 p = mod(uv * TAU, TAU) - 250.0; p.x += sin(1.5 * p.y + time) * 0.42; p.y += cos(1.5 * p.x + time) * 0.42; vec2 i = vec2(p); float c = 1.0; float inten = 0.0042 + fft * 0.005; for (int n = 0; n < maxIter; n++) { float t = t1 * (1.0 - (3.5 / float(n + 1))); i = p + vec2( cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x) ); c += 1.0 / length( vec2( p.x / (sin( i.x + t) / inten), p.y / (cos( i.y + t) / inten) ) ); } c /= float(maxIter); c = 1.17 - pow(abs(c), 1.4); float fadein = min(max(0.42 * time - 0.5, 0.0) * 0.42, 1.0); vec3 col = vec3(pow(abs(c), 8.0)); col = clamp(col + wc, 0.0, 1.0); col *= clamp(fadein, 0.0, 1.0); col = clamp(col * col + wc * 0.3, 0.0, 1.0) * 0.33; gl_FragColor = vec4(col, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform int frame; uniform vec2 mouselerp; uniform float time; uniform float fft; const float PI = acos(-1.0); // π or acos(-1.0) or 180° const float TAU = PI * 2.0; // τ = π * 2 or 360° const float HALFPI = PI / 2.0; // π / 2 [ rad(deg(π/2)) ] or 90° const float ttp = 1.0 / 3.0; const float ssp = 1.0 / 6.0; const float r = 43758.5453123; float osc(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } vec2 rotate(vec2 uv, float a) { return vec2(uv.x * cos(a) - uv.y * sin(a), uv.x * sin(a) + uv.y * cos(a)); } vec2 curve(vec2 uv) { return normalize( vec3( uv.xy, osc(-4.20, -5.20, time * 0.125) - fft * 0.6667 ) ).xy * (osc(2.1, 3.5, time * 0.1) - fft * 0.3334); } float r11(float n) { return fract(sin(n) * r); } vec2 r22(vec2 uv) { return fract( vec2( sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077) ) ); } float n11(float uv) { float fl = floor(uv); float fc = fract(uv); return mix(r11(fl), r11(fl + 1.000004), fc); } float vn(vec2 uv) { vec2 p = floor(uv); vec2 f = fract(uv); vec2 rs = vec2(8.0); for (int j = -1; j <= 1; j++) { for (int i = -1; i <= 1; i++) { vec2 b = vec2(i, j); vec2 r = vec2(b) - f + r22(p + b); float d = max(abs(r.x), abs(r.y)); if (d < rs.x) { rs.y = rs.x; rs.x = d; } else if (d < rs.y) { rs.y = d; } } } return rs.y-rs.x; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } void main(void) { float t1 = time * 0.17; float t2 = time * 0.1428571428571429; float t3 = time * 0.2; float t4 = time * ttp; vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm3 = texture2D(prgm3Texture, uv); uv = (gl_FragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y); uv *= 1.5; uv = curve(rotate(uv, -0.785398)) * -1.0; vec2 uv_b = uv; float v = 0.20 - length(uv) * 0.30 + fft * 0.09; uv -= vec2(t1, t1); uv -= rotate(mouselerp, -0.785398); // uv.x += mouselerp.x; // uv.y += mouselerp.y; float a = 0.7; float f = 1.0; vec2 imouse = rotate(vec2(-mouselerp.x, -mouselerp.y), -0.785398) * 0.125; vec2 ifft = vec2(fft, -fft) * 0.12; float o = -1.5; float ost = osc(0.021, 0.055, time * 0.33); for (int i = 0; i < 3; i++) { float v1 = vn(uv * f + 5.0); float v2 = 0.0; vec2 im = imouse * (float(i + 3) * 0.25); uv += im; if (i > 0) { if (i == 3) { im *= 0.0125; uv *= 0.0125; a *= sqrt(a / f); v1 = mix(v1 * 1.5, v1 * 1.5 * v2, 0.6); } float va = 0.0; float vb = 0.0; if (i == 1) { va = 1.0 - smoothstep(0.0, ost, v1); v2 = vn(uv * f * 0.1 + 21.0 + t2 + fft * 0.17); vb = 1.0 - smoothstep(0.0, 0.1, v2); } else { va = 1.0 - smoothstep(0.0, 0.1, v1); v2 = vn((uv + ifft) * f * 0.5 + (imouse * 0.5) + 50.0 + t3 * 2.1 - fft ) * 0.6667; if (i == 3) { vb = 1.0 - smoothstep(-0.5, 0.5, v2 * 2.0); } else { vb = 1.0 - smoothstep(-0.1, 0.1, v2); } } v += a * pow(abs(va) * (0.5 + vb), 2.0); } v1 = 1.0 - smoothstep(0.0, 0.2, v1); v2 = mix(0.12, a * (n11(v1 * 7.5 + 0.3)), o); if (i == 0) { v += v2 * 0.91; } f *= 3.0; a *= 0.7 + abs(sin(t4)) * 0.33334; } float e = exp(-length(uv_b * 0.45)) * 0.91; v *= mix(e, e * (1.0 - abs(o * 0.25)), 0.25); vec3 cxp = vec3(2.0, 1.8, 1.4) * 1.21; vec3 col = vec3( pow(abs(v * 1.02), cxp.x), pow(abs(v), cxp.y), pow(abs(v), cxp.z) ) * 12.0; col = ContrastSaturationBrightness(col, 1.0, 0.2, 0.9); vec3 tone = vec3(0.08, 0.05, -0.05); col += tone * 0.5; vec4 color = vec4(col, 1.0); color = mix(color, color * color + 0.15 , fft); prgm3 = prgm3 * vec4(0.75, 0.7, 1.2, 1.0) * 6.0; vec4 finalColor = mix(mix(color, 0.2 * prgm3 + prgm3 * color, 0.5), color * color, 0.125); finalColor = clamp(finalColor, 0.0, 1.0); finalColor.a = 1.0; gl_FragColor = finalColor; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform sampler2D prgm4Texture; uniform vec2 resolution; uniform vec2 mouse; uniform float time; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mp = (( mouse + 1.0) * 0.5) * resolution; vec3 e = vec3(vec2(1.0) / resolution.xy, 0.0) * 0.21; float p10 = texture2D(prgm2Texture, uv - e.zy).x; float p01 = texture2D(prgm2Texture, uv - e.xz).x; float p21 = texture2D(prgm2Texture, uv + e.xz).x; float p12 = texture2D(prgm2Texture, uv + e.zy).x; vec3 grad = normalize(vec3(p21 - p01, p12 - p10, 1.0)); vec4 c = texture2D(prgm4Texture, uv + grad.xy * 0.35); vec3 light = normalize(vec3(0.2, -0.5, 0.7)); float diffuse = dot(grad, light); float spec = pow(abs(max(0.0, -reflect(light, grad).z)), 32.0); vec4 col = mix(c, vec4(0.7, 0.8, 1.0, 1.0), 0.25) * max(diffuse, 0.0) + spec; col.rgb *= vec3(1.1, 1.0, 0.8); col = clamp(col, 0.0, 1.0); gl_FragColor = vec4(col.rgb, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm5Texture; uniform vec2 resolution; const float reinhardAmount = 1.1; const float brightness = 2.6; const float saturation = 0.91; const float contrast = 1.1; const float vignetteRoundness = 0.21; const float vignetteSmoothness = 0.42; const float vignetteMix = 0.7; const float amount = 0.8; const vec2 vignetteSize = vec2(0.25, 0.45); const float W = 1.2; const float T = 7.5; float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm5 = texture2D(prgm5Texture, uv); vec3 reinhard = filmicReinhard(prgm5.rgb); vec3 color = prgm5.rgb; color = mix(prgm5.rgb, reinhard, reinhardAmount); color = ContrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color * v; color = mix(color, vig, vignetteMix); color = mix(prgm5.rgb, color, amount); color = clamp(color, 0.0, 1.0); gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm6Texture; uniform vec2 resolution; const float hardscan = -16.0; // -8.0 = soft | -16.0 = medium const float hardPix = -4.0; // -2.0 = soft | -4.0 = hard const float maskDark = 0.5; const float maskLight = 2.5; float toLinear(float c) { return (c <= 0.04045) ? c / 12.92 : pow(abs((c + 0.055) / 1.055), 2.4); } vec3 toLinear(vec3 c) { return vec3(toLinear(c.r), toLinear(c.g), toLinear(c.b)); } float toSRGB(float c) { return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(abs(c), 0.41666) - 0.055); } vec3 toSRGB(vec3 c) { return vec3(toSRGB(c.r), toSRGB(c.g), toSRGB(c.b)); } vec3 fetch(vec2 uv, vec2 off, vec2 res) { uv = floor(uv * res + off) / res; if (max(abs(uv.x - 0.5), abs(uv.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture2D(prgm6Texture, uv.xy, -16.0).xyz); } vec2 dist(vec2 uv, vec2 res) { uv = uv * res; return -((uv - floor(uv)) - vec2(0.5)); } float gauss(float uv, float scale) { return exp2(scale * uv * uv); } vec3 horz3(vec2 uv, float off, vec2 res) { vec3 b = fetch(uv, vec2(-1.0, off), res); vec3 c = fetch(uv, vec2(+0.0, off), res); vec3 d = fetch(uv, vec2(+1.0, off), res); float dst = dist(uv, res).x; float scale = hardPix; float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); return (b * wb + c * wc + d * wd) / (wb + wc + wd); } vec3 horz5(vec2 uv, float off, vec2 res) { vec3 a = fetch(uv, vec2(-2.0, off), res); vec3 b = fetch(uv, vec2(-1.0, off), res); vec3 c = fetch(uv, vec2(+0.0, off), res); vec3 d = fetch(uv, vec2(+1.0, off), res); vec3 e = fetch(uv, vec2(+2.0, off), res); float dst = dist(uv, res).x; float scale = hardPix; float wa = gauss(dst - 2.0, scale); float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); float we = gauss(dst + 2.0, scale); return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we); } float scan(vec2 uv, float off, vec2 res) { float dst = dist(uv, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 uv, vec2 res) { vec3 a = horz3(uv, -1.0, res); vec3 b = horz5(uv, +0.0, res); vec3 c = horz3(uv, +1.0, res); float wa = scan(uv, -1.0, res); float wb = scan(uv, +0.0, res); float wc = scan(uv, +1.0, res); return a * wa + b * wb + c * wc; } vec2 warp(vec2 uv, vec2 warpAmount) { uv = uv * 2.0 - 1.0; vec2 offset = abs(uv.yx) / vec2(warpAmount.x, warpAmount.y); uv = uv + uv * offset * offset; uv = uv * 0.5 + 0.5; return uv; } void drawVig(inout vec3 color, vec2 uv) { float vignette = uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y); vignette = clamp(pow(abs(16.0 * vignette), 0.2), 0.0, 1.0); color *= vignette; } vec3 mask(vec2 uv) { uv.x += uv.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); uv.x = fract(uv.x / 6.0); if (uv.x < 0.333) { m.r = maskLight; } else if (uv.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float uv, float bar) { uv -= bar; return uv * uv < 4.0 ? 0.0 : 1.0; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm6 = texture2D(prgm6Texture, uv); float crtResDivisor = 1.5; vec2 warpAmount = vec2(7.0, 5.0); vec2 res = vec2(resolution.x / (crtResDivisor + 1.0), resolution.y / crtResDivisor); uv = warp(uv, warpAmount); vec4 color = vec4(tri(uv, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz); if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { color *= 0.0; } drawVig(color.xyz, uv); gl_FragColor = mix(prgm6, color, 0.42); }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
// prgm0 -> main out + VHS post-processing effect (in: prgm2, prgm3, prgm7)
// prgm1 -> liquid wave displacement A (in: prgm1, prgm2, prgm4)
// prgm2 -> liquid wave displacement B (in: prgm1, prgm2, prgm4)
// prgm3 -> caustics
// prgm4 -> voronoi pattern (in: prgm3)
// prgm5 -> Apply liquid wave displacement (in: prgm2, prgm4)
// prgm6 -> post-processing (vig, brightness, contrast, sat, filmicReinhard) (in: prgm5)
// prgm7 -> post-processing (CRT)
uniform sampler2D prgm2Texture;
uniform sampler2D prgm3Texture;
uniform sampler2D prgm7Texture;
uniform vec2 resolution;
uniform float time;
uniform float fft;
const float h = 0.002;
const float v = 0.002;
const float g = 0.12;
float stepm(float a, float b, float c) {
return step(c, sin(time + a * cos(time * b)));
}
vec3 badVHS(vec2 uv, sampler2D tex) {
float tmod = mod(time * 0.25, 3.0);
float lookyMod = uv.y - tmod;
float window = 1.0 / (1.0 + 20.0 * lookyMod * lookyMod);
float lookyStep = stepm(4.0, 4.0, 0.3) * 0.5;
uv.x = uv.x + sin(uv.y * 10.0 + time) / 100.0 * lookyStep * (1.0 + cos(time * 80.0)) * window * 0.25;
float vShift = v * stepm(2.0, 3.0, 0.9) * (sin(time) * sin(time * 20.0) + (0.5 + 0.1 * sin(time * 200.0) * cos(time)));
//uv.y = mod(uv.y + vShift, 5.0);
vec3 desatColor;
float _r, _g, _b;
float x = sin(0.3 * time + uv.y * 21.0) * sin(0.7 * time + uv.y * 29.0) * sin(0.3 + 0.33 * time + uv.y * 31.0) * h;
_r = texture2D(tex, vec2(x + uv.x + 0.001, uv.y + 0.001)).x + 0.007;
_g = texture2D(tex, vec2(x + uv.x + 0.000, uv.y - 0.002)).y + 0.007;
_b = texture2D(tex, vec2(x + uv.x - 0.002, uv.y + 0.000)).z + 0.007;
_r += 0.08 * texture2D(tex, 0.75 * vec2(x + 0.012, -0.013) + vec2(uv.x + 0.001, uv.y + 0.001)).x;
_g += 0.05 * texture2D(tex, 0.75 * vec2(x + -0.011, -0.010) + vec2(uv.x + 0.000, uv.y - 0.002)).y;
_b += 0.08 * texture2D(tex, 0.75 * vec2(x + -0.010, -0.009) + vec2(uv.x - 0.002, uv.y + 0.000)).z;
float _luma = 0.3 * _r + 0.6 * _g + 0.1 * _b;
float _desat = 0.3;
desatColor = vec3(
_r + _desat * (_luma - _r),
_g + _desat * (_luma - _g),
_b + _desat * (_luma - _b)
);
desatColor = clamp(desatColor, 0.0, 1.0);
return desatColor;
}
float oscillate(float s, float e, float t) {
return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5;
}
float gaussian(float z, float u, float o) {
return (
(1.0 / (o * sqrt(2.0 * 3.14159265359))) *
(exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))))
);
}
vec3 gaussgrain(float t) {
vec2 ps = vec2(1.0) / resolution.xy;
vec2 uv = gl_FragCoord.xy * ps;
float seed = dot(uv, vec2(12.9898, 78.233));
float noise = fract(sin(seed) * 43758.5453123 + t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
vec2 curve(vec2 uv) {
uv = (uv - 0.5) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv * 0.92 + 0.04;
return uv;
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm2 = texture2D(prgm2Texture, uv);
vec4 prgm3 = texture2D(prgm3Texture, uv);
vec4 prgm6 = texture2D(prgm7Texture, uv);
uv = curve(uv);
float frameScale = 29.97;
float frameTime = floor(time * frameScale) / frameScale;
vec3 grain = gaussgrain(frameTime * 2.0);
vec3 grainB = gaussgrain(frameTime * 0.5);
vec3 vhsCol = badVHS(uv, prgm7Texture) + (grain * grain) * g;
float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y));
vhsCol *= vec3(pow(abs(vig), 1.4));
float scans = clamp(0.35 + 0.35 * sin(3.5 * time + uv.y * resolution.y * 1.5), 0.0, 1.0);
float s = pow(scans, 1.33);
vhsCol = vhsCol * vec3(1.4 + 1.7 * s);
if (uv.x < 0.0 || uv.x > 1.0) { vhsCol *= 0.0; }
if (uv.y < 0.0 || uv.y > 1.0) { vhsCol *= 0.0; }
vhsCol *= 1.0 - 0.37 * vec3(clamp((mod(gl_FragCoord.x, 2.0) - 1.0) * 2.0, 0.0, 1.0));
vec4 tvhs = vec4(vhsCol * 1.05, 1.0);
float osc = clamp(oscillate(-0.5, 0.5, time * 0.03), 0.0, 0.3);
float mixAmount = 0.091 + clamp(prgm3.x * 2.1, 0.0, 0.409) + osc;
vec4 finalColor = mix(prgm6, tvhs, clamp(mixAmount, 0.0, 1.0));
finalColor = mix(finalColor, finalColor * finalColor, 0.7 - fft * 0.4) * 1.2;
finalColor.rgb -= grainB * 0.03;
finalColor.rgb = mix(finalColor.rgb, vhsCol, 0.05);
finalColor = clamp(finalColor, 0.0, 1.0);
finalColor.a = 1.0;
gl_FragColor = finalColor;
}
92 fps 18ms
00:00:00.39
0.00