// Crt: a slot-mask tube's light, with nothing that moves a pixel. There is // no barrel: every click lands where it is drawn, rails and grips at the // window's edges included. What is left is light: a beam profile for the // scanlines, an aperture mask, a soft bloom of the brightest ink, a faint // vignette and the hum of a live tube. Everything is worked out in linear // light and dithered back into 8 bits, so the vignette never bands. It is a // Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl). const float TAU = 6.28318530718; // Level 3 glows wider and from dimmer ink. float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); } float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak const float BLOOM_SOFTNESS = 0.25; const float SCAN_PERIOD_PX = 3.0; const float MASK_PERIOD_PX = 3.0; const float HUM_HZ = 0.11; // Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default, // 3 as strong as the old barrel CRT looked. float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); } // red and blue apart, at the corners float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); } float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); } float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); } float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); } float exposure() { return pardesByLevel(1.008, 1.015, 1.1); } vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); } vec3 toSrgb(vec3 c) { c = max(c, vec3(0.0)); return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); } vec3 scene(vec2 uv) { return toLinear(texture(iChannel0, uv).rgb); } vec3 brightPass(vec2 uv) { vec3 c = scene(uv); float peak = max(c.r, max(c.g, c.b)); return c * smoothstep(bloomThreshold(), bloomThreshold() + BLOOM_SOFTNESS, peak); } // Interleaved gradient noise: a dither with no visible pattern. float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 size = iResolution.xy; vec2 texel = 1.0 / size; vec2 uv = fragCoord / size; vec2 cc = uv * 2.0 - 1.0; float r2 = dot(cc, cc); // The beam converges least at the corners: red and blue drift apart // there, by a third of a pixel. vec2 chroma = cc * (chromaPx() * r2 * 0.5) * texel; vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); vec2 b = texel * bloomRadiusPx(); vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) + brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y)); col += bloom * (0.25 * bloomStrength()); // A beam is brightest on its line and falls off between lines; the // mask is three phosphor stripes a triad. Both average to one, so the // theme keeps its brightness. // Periods in logical pixels: the same look at any density. float density = max(1.0, pardesScale); float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / (SCAN_PERIOD_PX * density)); col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625; col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / (MASK_PERIOD_PX * density) + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); col *= vignette * hum * exposure(); vec3 srgb = toSrgb(col); srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0; fragColor = vec4(clamp(srgb, 0.0, 1.0), texture(iChannel0, uv).a); }