diff options
Diffstat (limited to 'shaders/vcr.kage')
-rw-r--r-- | shaders/vcr.kage | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/shaders/vcr.kage b/shaders/vcr.kage index fd555d8..45a543e 100644 --- a/shaders/vcr.kage +++ b/shaders/vcr.kage @@ -13,7 +13,7 @@ const noiseY = 100.0 const colorOffsetIntensity = 1.2 func rand(co vec2) float { - return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); + return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453) } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { @@ -21,7 +21,7 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { uv := srcPos / imageSrc0Size() uv.x = uv.x + (rand(vec2(Time,srcPos.y)) - 0.5) / (noiseX); - uv.y = uv.y + (rand(vec2(Time))-0.5) / (noiseY); + uv.y = uv.y + (rand(vec2(Time))-0.5) / (noiseY) whiteNoise := rand(vec2(floor(uv.y*80.0),floor(uv.x*50.0))+vec2(Time,0)) off := 1.0 - mod(uv.y - NoiseOffset / 7, 1) @@ -29,15 +29,15 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { if (whiteNoise > 11.5-30.0*(off)) || whiteNoise < 1.5-2.0*(off) { // Sample the texture. - offsetR := vec2(0.006 * sin(Time), 0.0) * colorOffsetIntensity; - offsetG := vec2(0.0073 * (cos(Time * 0.97)), 0.0) * colorOffsetIntensity; + offsetR := vec2(0.006 * sin(Time), 0.0) * colorOffsetIntensity + offsetG := vec2(0.0073 * (cos(Time * 0.97)), 0.0) * colorOffsetIntensity r := imageSrc0UnsafeAt((uv+offsetR) * imageSrc0Size()).r g := imageSrc0UnsafeAt((uv+offsetG) * imageSrc0Size()).g b := imageSrc0UnsafeAt(uv * imageSrc0Size()).b return vec4(r, g, b, 1.0) } else { - col = imageSrc2UnsafeAt(uv * imageSrc0Size()); - return col + vec4(0.8); + col = imageSrc2UnsafeAt(uv * imageSrc0Size()) + return col + vec4(0.8) } } |