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