// 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; const float CHROMA_PX = 0.35; // red and blue apart, at the corners const float BLOOM_RADIUS_PX = 1.75; const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak const float BLOOM_SOFTNESS = 0.25; const float BLOOM_STRENGTH = 0.05; const float SCAN_PERIOD_PX = 3.0; const float SCAN_STRENGTH = 0.07; const float MASK_PERIOD_PX = 3.0; const float MASK_STRENGTH = 0.018; const float VIGNETTE_STRENGTH = 0.12; // at the far corners only const float HUM_STRENGTH = 0.004; const float HUM_HZ = 0.11; const float EXPOSURE = 1.015; 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(BLOOM_THRESHOLD, BLOOM_THRESHOLD + 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 * (CHROMA_PX * r2 * 0.5) * texel; vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); vec2 b = texel * BLOOM_RADIUS_PX; 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 * BLOOM_STRENGTH); // 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. float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX); col *= 1.0 - SCAN_STRENGTH * (line * line - 0.375) / 0.625; col *= 1.0 + MASK_STRENGTH * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); float hum = 1.0 + HUM_STRENGTH * 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); }