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CRT Test
WebRTC post-processing test
Created by marcogomez on Fri, 16 Sep 2022 13:37:29 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm5 = texture2D(prgm3Texture, uv); gl_FragColor = prgm5; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D eTexture0; // https://i.imgur.com/q5rCm49.png uniform sampler2D camTexture; uniform vec2 resolution; uniform float time; float osc(float s, float e, float t, float ts) { return (e - s) / 2.0 + s + sin(t * ts) * (e - s) * 0.5; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; float ar = resolution.x / resolution.y; uv = uv * 2.0 - 1.0; uv *= 0.9; uv = uv * 0.5 + 0.5; 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); vec4 sonic = texture2D(eTexture0, gl_FragCoord.xy / resolution.xy); float m = clamp(osc(-2.0, 2.0, time, 0.25), 0.0, 1.0); cam = mix(cam, sonic, m); gl_FragColor = cam; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float hardscan = -8.0; // -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 pos, vec2 off, vec2 res) { pos = floor(pos * res + off) / res; if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture2D(prgm1Texture, pos.xy, -16.0).xyz); } vec2 dist(vec2 pos, vec2 res) { pos = pos * res; return -((pos - floor(pos)) - vec2(0.5)); } float gauss(float pos, float scale) { return exp2(scale * pos * pos); } vec3 horz3(vec2 pos, float off, vec2 res) { vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); float dst = dist(pos, 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 pos, float off, vec2 res) { vec3 a = fetch(pos, vec2(-2.0, off), res); vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); vec3 e = fetch(pos, vec2(+2.0, off), res); float dst = dist(pos, 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 pos, float off, vec2 res) { float dst = dist(pos, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 pos, vec2 res) { vec3 a = horz3(pos, -1.0, res); vec3 b = horz5(pos, +0.0, res); vec3 c = horz3(pos, +1.0, res); float wa = scan(pos, -1.0, res); float wb = scan(pos, +0.0, res); float wc = scan(pos, +1.0, res); return a * wa + b * wb + c * wc; } vec3 mask(vec2 pos) { pos.x += pos.y * 3.00001; vec3 m = vec3(maskDark, maskDark, maskDark); pos.x = fract(pos.x / 6.0); if (pos.x < 1.0 / 3.0) { m.r = maskLight; } else if (pos.x < 2.0 / 3.0) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float pos, float bar) { pos -= bar; return pos * pos < 4.0 ? 0.0 : 1.0; } float rand(vec2 uv, float t) { float seed = dot(uv, vec2(12.9898, 78.233)); return fract(sin(seed) * 43758.5453123 + t); } 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 noise = rand(uv, t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } 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), 0.1), 0.0, 1.0); color *= vignette; } void main(void) { vec2 warpAmount = vec2(7.0, 5.0); vec2 res = vec2(320.0, 200.0); vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 pos = uv; vec4 color = vec4(tri(pos, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz); drawVig(color.rgb, pos); 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 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, 1.9); if (content) { uv *= 0.5 / vec2(width, height); } 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; uv *= 0.9; 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(vec3(0.0), 1.0); 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; 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); } gl_FragColor = color; }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm5 = texture2D(prgm3Texture, uv);
gl_FragColor = prgm5;
}
67 fps 19ms
00:00:01.03
0.00