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Me on a CRT
Another sample to demonstrate the usage of the camTexture sampler2D uniform
Created by marcogomez on Sat, 25 Sep 2021 10:30:42 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm4Texture; uniform vec2 resolution; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm4 = texture2D(prgm4Texture, uv); gl_FragColor = vec4(prgm4.xyz, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D camTexture; uniform vec2 resolution; void main(void) { float ar = resolution.x / resolution.y; vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 uvar = uv * vec2(ar, 16.0 / 9.0) * 0.5; vec4 cam = texture2D(camTexture, uvar); vec3 matrix = vec3( pow(abs(cam.x), 3.0 / 2.0), pow(abs(cam.y), 4.0 / 5.0), pow(abs(cam.z), 3.0 / 2.0) ); cam.xyz = mix(cam.xyz, matrix, 0.5); gl_FragColor = cam; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D eTexture0; // https://i.imgur.com/N9yUvGf.png uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; vec4 rgbShift(vec2 p , vec4 shift) { shift *= 2.0 * shift.w - 1.0; vec2 rs = vec2(shift.x, -shift.y); vec2 gs = vec2(shift.y, -shift.z); vec2 bs = vec2(shift.z, -shift.x); float r = texture2D(prgm1Texture, p + rs, 0.0).x; float g = texture2D(prgm1Texture, p + gs, 0.0).y; float b = texture2D(prgm1Texture, p + bs, 0.0).z; return vec4(r,g,b,1.0); } vec4 noise(vec2 uv) { return texture2D(eTexture0, uv, 0.0); } vec4 vec4pow(vec4 v, float p) { return vec4( pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w ); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mo = uv * 2.0 - 1.0; mo *= 0.01; vec3 chromaticAberration; chromaticAberration.r = texture2D(prgm1Texture, uv - mo * 0.05, 0.0).r; chromaticAberration.g = texture2D(prgm1Texture, uv - mo * 0.15, 0.0).g; chromaticAberration.b = texture2D(prgm1Texture, uv - mo * 0.25, 0.0).b; vec4 color = vec4(vec3(0.0), 1.0); color.xyz = mix(color.xyz, chromaticAberration, 0.3); const float speed = 0.01; const float amplitude = 0.01; vec4 shift = vec4pow( noise( vec2(speed * time, speed * time / 25.0 ) ), 8.0 ) * vec4(vec3(amplitude), 1.0); color += rgbShift(uv, shift); gl_FragColor = color; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform vec2 mouselerp; uniform float time; #define ss smoothstep const float PI = acos(-1.0); const float TAU = PI * 2.0; const vec2 hashv2 = vec2(12.9898, 78.233); const float hashS = 43758.5453123; const int blurIter = 8; const float blurSize = 0.07; const float width = 0.49; const float height = 0.3; float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (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, hashv2); float noise = fract(sin(seed) * hashS + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } float rand(vec2 co) { return fract(sin(dot(co.xy, hashv2)) * hashS); } vec2 CurvedSurface(vec2 uv, float r) { return r * uv / sqrt(r * r - dot(uv, uv)); } vec2 crtCurve(vec2 uv, float r, bool content) { uv = CurvedSurface(uv, 1.5); if (content) { uv *= 0.5 / vec2(width, height); } uv.x -= mouselerp.x * 0.5; return uv; } float roundSquare(vec2 p, vec2 b, float r) { return length(max(abs(p) - b, 0.0)) - r; } float rs(vec2 uv, float r) { return roundSquare(uv, vec2(width, height) + r, 0.05); } vec2 borderReflect(vec2 p, float r) { float eps = 0.0001; vec2 epsx = vec2(eps, 0.0); vec2 epsy = vec2(0.0, eps); vec2 b = (1.0 + vec2(r, r)) * 0.5; r /= 3.0; p -= 0.5; vec2 normal = vec2( roundSquare(p - epsx, b, r) - roundSquare(p + epsx, b, r), roundSquare(p - epsy, b, r) - roundSquare(p + epsy, b, r) ) / eps; float d = roundSquare(p, b, r); p += 0.5; return p + d * normal; } vec2 normalizeAndFix() { vec2 uv = (gl_FragCoord.xy / resolution.xy) * 2.0 - 1.0; float targetAR = 16.0 / 9.0; float ar = resolution.x / resolution.y; uv.x *= ar; uv *= ( ar < targetAR && resolution.x < 800.0 && resolution.x < resolution.y ) ? 1.1 : 0.55; return uv; } void main(void) { float s = 0.0021; vec4 color = vec4(0.02, 0.02, 0.03, 0.0); const vec4 multColor = vec4(0.21); const float ambient = 0.12; vec4 bezel = vec4(0.5); vec2 uv = normalizeAndFix(); vec2 suv = gl_FragCoord.xy / resolution.xy; float gs = 2.0; float grid = ( (mod(floor((suv.x) * resolution.x / gs), 2.0) == 0.0 ? 1.0 : 0.0) * (mod(floor((suv.y) * resolution.y / gs), 2.0) == 0.0 ? 1.0 : 0.0) ); vec2 uvC = crtCurve(uv, 1., true) + 0.5; vec2 uvS = crtCurve(uv, 1., false); vec2 uvE = crtCurve(uv, 1.25, false); color += (max(0.0, ambient - 0.25 * distance(uvS, vec2(0.0))) * ss(s, -s, rs(uvS, 0.0))); color += (bezel * ambient * 0.7 * ss(-s, s, rs(uvS, 0.0)) * ss(s, -s, rs(uvE, 0.05))); color -= (bezel * ss(-s * 2.0, s * 10.0, rs(uvE, 0.05)) * ss(s * 2.0, -s * 2.0, rs(uvE, 0.05))); color += (bezel * ambient * ss(-s, s, rs(uvE, 0.05)) * ss(s, -s, rs(uvE, 0.15))); for (int i = 0; i < blurIter; i++) { vec2 uvR = borderReflect(uvC + (vec2(rand(uvC + float(i)), rand(uvC + float(i) + 0.1)) - 0.5) * blurSize, 0.05); color += ( (multColor - bezel * ambient) * texture2D(prgm2Texture, uvR) / float(blurIter) * ss(-s, s, rs(uvS, 0.0)) * ss(s, -s, rs(uvE, 0.05)) ); } vec4 prgmMipMaps = texture2D(prgm2Texture, uvC, 3.0) + texture2D(prgm2Texture, uvC, 4.0) + texture2D(prgm2Texture, uvC, 5.0); color += (prgmMipMaps * ss(0.0, -s * 20.0, rs(uvS, -0.05)) * 0.5); color += ( max(0.0, (1.0 - 2.0 * gl_FragCoord.y / resolution.y)) * vec4(0.1, 0.1, 0.1, 0.0) * ss(-0.3, 0.3, roundSquare(uvC - vec2(0.5, 0.0), vec2(width + 0.2, height), 0.1)) * ss(-s * 2.0, s * 2.0, roundSquare(uvE, vec2(width, height) + 0.15, 0.05)) ) * 1.5; if ( uvC.x > 0.0 && uvC.x < 1.0 && uvC.y > 0.0 && uvC.y < 1.0 ) { color += texture2D(prgm2Texture, uvC); color = mix(color, color * grid, 0.6); } vec3 g = gaussgrain(time) * 0.015; color.xyz += g; gl_FragColor = color; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform vec2 mouselerp; uniform float time; uniform float fft; const float PI = acos(-1.0); const float TAU = PI * 2.0; const int samples = 8; const float density = 0.5; const float weight = 0.7; const float Exposure = 0.55; float rand(vec2 uv) { uv = fract(uv * vec2(5.3987, 5.4421)); uv += dot(uv.yx, uv.xy + vec2(21.5351, 14.3137)); float xy = uv.x * uv.y; return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0; } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (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); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 dist = (vec2(uv.x, uv.y) - (-vec2(mouselerp.x * 0.5, -0.05) + 0.5)); float density = 0.75 + 0.2 * sin(2.0 * radians(360.0)); dist *= 1.0 / float(samples) * density; vec3 g = gaussgrain(time) * 0.021; vec3 color = texture2D(prgm3Texture, uv).rgb; vec3 prgm5 = color; float illuminationDecay = 1.0; for (int i = 0; i < samples; i++) { uv -= dist; vec3 sample_ = texture2D(prgm3Texture, uv + dist * rand(uv)).rgb + g; sample_ *= illuminationDecay * weight; color += sample_ * 0.7; float Decay = 0.4 + fft * 0.3; illuminationDecay *= Decay; } gl_FragColor = vec4(mix(prgm5, color * Exposure, 0.21), 1.0); }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm4 = texture2D(prgm4Texture, uv);
gl_FragColor = vec4(prgm4.xyz, 1.0);
}
97 fps 15ms
00:00:00.33
0.00