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51
tv2_shader.gdshader
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51
tv2_shader.gdshader
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shader_type canvas_item;
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uniform float scanline_count : hint_range(0, 1800) = 50.0;
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vec2 uv_curve(vec2 uv)
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{
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float rotation = -3.1415/8f;
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uv = (uv - 0.5) * 2.0;
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//You can modify the numbers and try different values
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uv.x *= 1.0 + pow(abs(uv.y) / 3.0, 2.0);
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uv.y *= 1.0 + pow(abs(uv.x) / 3.0, 2.0);
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//The scale part (you can delete it when you want)
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uv /= 1.2;
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uv = (uv/2.0) + 0.5;
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vec2 pivot=vec2(0.5);
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float sine = sin(rotation);
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float cosine = cos(rotation);
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uv -= pivot;
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uv.x = uv.x * cosine - uv.y * sine;
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uv.y = uv.x * sine + uv.y * cosine;
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uv += pivot;
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return uv;
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}
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void fragment()
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{
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float PI = 3.14159;
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//You can modify the *3.0, *-3.0 for a bigger or smaller
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float r = texture(TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x*0.0), 0.0).r;
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float g = texture(TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x*0.5), 0.0).g;
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float b = texture(TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x*-0.5), 0.0).b;
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//If you dont want scanlines you can just delete this part
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float s = sin(uv_curve(SCREEN_UV).y * scanline_count * PI * 2.0);
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s = (s * 0.5 + 0.5) * 0.9 + 0.1;
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vec4 scan_line = vec4(vec3(pow(s, 0.25)), 1.0);
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vec4 text=vec4(r, g, b, 1.0) * scan_line;
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vec4 newColor=texture(TEXTURE,UV);
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if (newColor.a>0.0){
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newColor = text;
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}
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COLOR=newColor;
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}
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