Files
nixos/scripts/hypr-shaders/crt.frag
2026-10-06 22:34:05 +02:00

67 lines
1.6 KiB
GLSL

//modified version of [this shader](https://github.com/wessles/GLSL-CRT/blob/master/shader.frag)
#version 300 es
precision mediump float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 FragColor;
const vec3 VIB_RGB_BALANCE = vec3(1.0, 1.0, 1.0);
const float VIB_VIBRANCE = 0.40;
const vec3 VIB_coeffVibrance = VIB_RGB_BALANCE * -VIB_VIBRANCE;
void main() {
vec2 tc = vec2(v_texcoord.x, v_texcoord.y);
// Distance from the center
float dx = abs(0.5-tc.x);
float dy = abs(0.5-tc.y);
// Square it to smooth the edges
dx *= dx;
dy *= dy;
tc.x -= 0.5;
tc.x *= 1.0 + (dy * 0.05);
tc.x += 0.5;
tc.y -= 0.5;
tc.y *= 1.0 + (dx * 0.18);
tc.y += 0.5;
// Get texel, and add in scanline if need be
vec4 cta = texture(tex, vec2(tc.x, tc.y));
cta.rgb += sin(tc.y * 1250.0) * 0.02;
// Cutoff
if(tc.y > 1.0 || tc.x < 0.0 || tc.x > 1.0 || tc.y < 0.0)
cta = vec4(0.0);
// RGB
vec3 color = vec3(cta[0], cta[1], cta[2]);
// vec3 VIB_coefLuma = vec3(0.333333, 0.333334, 0.333333); // was for `if VIB_LUMA == 1`
vec3 VIB_coefLuma = vec3(0.212656, 0.715158, 0.072186); // try both and see which one looks nicer.
float luma = dot(VIB_coefLuma, color);
float max_color = max(color[0], max(color[1], color[2]));
float min_color = min(color[0], min(color[1], color[2]));
float color_saturation = max_color - min_color;
vec3 p_col = vec3(vec3(vec3(vec3(sign(VIB_coeffVibrance) * color_saturation) - 1.0) * VIB_coeffVibrance) + 1.0);
cta[0] = mix(luma, color[0], p_col[0]);
cta[1] = mix(luma, color[1], p_col[1]);
cta[2] = mix(luma, color[2], p_col[2]);
// Apply
FragColor = cta;
}