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Old TV Effect
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
varying vec2 vScreenPos; | |
precision mediump float; | |
uniform float noise_seed; | |
vec2 scale = vec2(1.0, 1.0); | |
const float mScale = 0.5; | |
const float alpha = mScale * 2.0 + 0.75; | |
float bound2 = 0.25 * (scale[0] * scale[0] + scale[1] * scale[1]); | |
float bound = sqrt(bound2); | |
float radius = 1.15 * bound; | |
float radius2 = radius * radius; | |
const float pi = 3.1415926; | |
float max_radian = 0.5 * pi - atan(alpha / bound * sqrt(radius2 - bound2)); | |
float factor = bound / max_radian; | |
const float m_pi_2 = 1.570963; | |
void VS() | |
{ | |
mat4 modelMatrix = iModelMatrix; | |
vec3 worldPos = GetWorldPos(modelMatrix); | |
gl_Position = GetClipPos(worldPos); | |
vScreenPos = GetScreenPosPreDiv(gl_Position); | |
} | |
float rand(vec2 loc) | |
{ | |
vec2 scale = vec2(1.0, 1.0); | |
float theta1 = dot(loc, vec2(0.9898, 0.233)); | |
float theta2 = dot(loc, vec2(12.0, 78.0)); | |
float value = cos(theta1) * sin(theta2) + sin(theta1) * cos(theta2); | |
float temp = mod(197.0 * value, 1.0) + value; | |
float part1 = mod(220.0 * temp, 1.0) + temp; | |
float part2 = value * 0.5453; | |
float part3 = cos(theta1 + theta2) * 0.43758; | |
return fract(part1 + part2 + part3); | |
} | |
void PS() { | |
// Fish Eye Effect | |
scale = vec2(1.0, 1.0); | |
vec2 coord = vScreenPos - vec2(0.5, 0.5); | |
float dist = length(coord * scale); | |
float radian = m_pi_2 - atan(alpha * sqrt(radius2 - dist * dist), dist); | |
float scalar = radian * factor / dist; | |
vec2 new_coord = coord * scalar + vec2(0.5, 0.5); | |
gl_FragColor = texture2D(sDiffMap, new_coord); | |
// Make some noise!!! ;-) | |
vec2 vec_offset = vec2(noise_seed, 0); | |
float brightness = rand(vScreenPos + vec_offset) + .5; | |
gl_FragColor = brightness * gl_FragColor; | |
// B&W | |
float y = dot(gl_FragColor, vec4(0.299, 0.587, 0.114, 0)); | |
gl_FragColor = vec4(y, y, y, gl_FragColor.a); | |
} |
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