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November 7, 2021 01:33
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OBS shaderfilter VHS alpha
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uniform float range = 0.05; | |
uniform float noiseQuality = 250.0; | |
uniform float noiseIntensity = 0.88; | |
uniform float offsetIntensity = 0.02; | |
uniform float colorOffsetIntensity = 1.3; | |
uniform float speed = 1.0; | |
uniform bool applyAlpha = true; | |
float rand(float2 co) | |
{ | |
return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); | |
} | |
float verticalBar(float pos, float uvY, float offset) | |
{ | |
float edge0 = (pos - range); | |
float edge1 = (pos + range); | |
float x = smoothstep(edge0, pos, uvY) * offset; | |
x -= smoothstep(pos, edge1, uvY) * offset; | |
return x; | |
} | |
float4 mainImage(VertData v_in) : TARGET | |
{ | |
float elapsed_time_mod = speed * elapsed_time; | |
float2 uv = v_in.uv; | |
for (float i = 0.0; i < 0.71; i += 0.1313) | |
{ | |
float d = (elapsed_time_mod * i) % 1.7; | |
float o = sin(1.0 - tan(elapsed_time_mod * 0.24 * i)); | |
o *= offsetIntensity; | |
uv.x += verticalBar(d, uv.y, o); | |
} | |
float uvY = uv.y; | |
uvY *= noiseQuality; | |
uvY = float(int(uvY)) * (1.0 / noiseQuality); | |
float noise = rand(float2(elapsed_time_mod * 0.00001, uvY)); | |
uv.x += noise * noiseIntensity / 100.0; | |
float2 offsetR = float2(0.006 * sin(elapsed_time_mod), 0.0) * colorOffsetIntensity; | |
float2 offsetG = float2(0.0073 * (cos(elapsed_time_mod * 0.97)), 0.0) * colorOffsetIntensity; | |
float r = image.Sample(textureSampler, uv + offsetR).r; | |
float g = image.Sample(textureSampler, uv + offsetG).g; | |
float b = image.Sample(textureSampler, uv).b; | |
float a = max(max(image.Sample(textureSampler, uv + offsetR).r, image.Sample(textureSampler, uv + offsetG).g), image.Sample(textureSampler, uv).b); | |
float4 output = float4(r, g, b, applyAlpha ? a : 1.0); | |
return output; | |
} |
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