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@@ -5,6 +5,7 @@ shader_type canvas_item;
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render_mode unshaded, skip_vertex_transform;
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const float curvature = 3.2;
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const float vignette_multiplier = 0.6;
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uniform sampler2D screen_texture: hint_screen_texture;
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@@ -13,8 +14,12 @@ void fragment() {
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vec2 uv_offset = centered_uv.yx / curvature;
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vec2 warped_uv = centered_uv + centered_uv * uv_offset * uv_offset;
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vec3 cutoff = vec3(step(abs(warped_uv.x), 1.0) * step(abs(warped_uv.y), 1.0));
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vec3 scanlines = vec3(sin(1.5 * warped_uv.y * 720.0) * 0.25 + 0.75);
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vec3 vignette = vec3(length(pow(abs(centered_uv), vec2(4.0)) / 3.0));
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vec3 screen_color = texture(screen_texture, (warped_uv + 1.0) / 2.0).rgb * (scanlines * 1.3);
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screen_color -= vignette * vignette_multiplier;
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vec3 screen_color = texture(screen_texture, (warped_uv + 1.0) / 2.0).rgb;
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//COLOR = vec4(warped_uv, 0.0, 1.0);
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COLOR = texture(screen_texture, (warped_uv + 1.0) / 2.0);
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COLOR = vec4(screen_color, 1.0);
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}
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