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72
shaders/vhs/shader.json
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72
shaders/vhs/shader.json
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{
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"id": "vhs",
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"name": "VHS",
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"description": "VHS with wiggle, smear, and YIQ-style color separation inspired by the Godot shader reference.",
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"category": "Built-in",
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"entryPoint": "shadeVideo",
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"parameters": [
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{
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"id": "wiggle",
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"label": "Wiggle",
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"type": "float",
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"default": 0.03,
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"min": 0.0,
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"max": 1.5,
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"step": 0.01
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},
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{
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"id": "wiggleSpeed",
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"label": "Wiggle Speed",
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"type": "float",
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"default": 25.0,
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"min": 0.0,
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"max": 100.0,
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"step": 1.0
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},
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{
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"id": "smear",
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"label": "Smear",
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"type": "float",
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"default": 1.0,
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"min": 0.0,
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"max": 2.0,
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"step": 0.01
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},
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{
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"id": "blurSamples",
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"label": "Blur Samples",
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"type": "float",
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"default": 15.0,
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"min": 3.0,
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"max": 15.0,
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"step": 1.0
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},
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{
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"id": "vignetteAmount",
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"label": "Vignette",
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"type": "float",
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"default": 0.18,
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"min": 0.0,
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"max": 0.6,
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"step": 0.01
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},
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{
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"id": "aberrationAmount",
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"label": "Aberration",
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"type": "float",
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"default": 0.75,
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"min": 0.0,
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"max": 3.0,
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"step": 0.05
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},
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{
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"id": "halationAmount",
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"label": "Halation",
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"type": "float",
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"default": 0.12,
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"min": 0.0,
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"max": 0.5,
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"step": 0.01
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}
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]
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}
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115
shaders/vhs/shader.slang
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115
shaders/vhs/shader.slang
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float onOff(float a, float b, float c, float framecount)
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{
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return step(c, sin((framecount * 0.001) + a * cos((framecount * 0.001) * b)));
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}
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float2 jumpy(float2 uv, float framecount)
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{
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float2 look = uv;
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float m = frac(framecount / 4.0);
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float dy = look.y - m;
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float window = 1.0 / (1.0 + 80.0 * dy * dy);
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look.x += 0.05 * sin(look.y * 10.0 + framecount) / 20.0 * onOff(4.0, 4.0, 0.3, framecount) * (0.5 + cos(framecount * 20.0)) * window;
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float vShift = (0.1 * wiggle) * 0.4 * onOff(2.0, 3.0, 0.9, framecount) * (sin(framecount) * sin(framecount * 20.0) + (0.5 + 0.1 * sin(framecount * 200.0) * cos(framecount)));
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look.y = frac(look.y - 0.01 * vShift);
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return look;
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}
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float2 circle(float start, float points, float point)
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{
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float rad = 6.28318530718 * (1.0 / points) * (point + start);
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return float2(-(.3 + rad), cos(rad));
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}
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float3 rgb2yiq(float3 c)
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{
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return float3(
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0.2989 * c.x + 0.5959 * c.y + 0.2115 * c.z,
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0.5870 * c.x - 0.2744 * c.y - 0.5229 * c.z,
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0.1140 * c.x - 0.3216 * c.y + 0.3114 * c.z
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);
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}
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float3 yiq2rgb(float3 c)
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{
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return float3(
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1.0 * c.x + 1.0 * c.y + 1.0 * c.z,
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0.956 * c.x - 0.2720 * c.y - 1.1060 * c.z,
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0.6210 * c.x - 0.6474 * c.y + 1.7046 * c.z
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);
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}
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float3 blurVhs(float2 uv, float d, int sampleCount)
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{
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float3 sum = float3(0.0, 0.0, 0.0);
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float weight = 1.0 / max(float(sampleCount), 1.0);
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float start = 2.0 / max(float(sampleCount), 1.0);
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float2 pixelOffset = float2(d, 0.0);
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float2 scale = 0.66 * 8.0 * pixelOffset;
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for (int i = 0; i < 15; ++i)
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{
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if (i >= sampleCount)
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break;
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float2 offset = circle(start, float(sampleCount), float(i)) * scale;
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sum += sampleVideo(frac(uv + offset)).rgb * weight;
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}
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return sum;
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}
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float4 shadeVideo(ShaderContext context)
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{
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float2 uv = context.uv;
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float framecount = frac(context.time * wiggleSpeed / 7.0) * 7.0;
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int sampleCount = int(clamp(blurSamples, 3.0, 15.0) + 0.5);
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float d = 0.1 - round(frac(context.time / 3.0)) * 0.1;
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uv = jumpy(uv, framecount);
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float s = 0.0001 * -d + 0.0001 * wiggle * sin(context.time * wiggleSpeed);
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float e = min(0.30, pow(max(0.0, cos(uv.y * 4.0 + 0.3) - 0.75) * (s + 0.5), 3.0)) * 25.0;
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float r = 250.0 * (2.0 * s);
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uv.x += abs(r * pow(min(0.003, (-uv.y + (0.01 * frac(context.time / 5.0) * 5.0))) * 3.0, 2.0)) * wiggle;
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d = 0.051 + abs(sin(s / 4.0));
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float c = max(0.0001, 0.002 * d) * smear;
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float3 yBlur = blurVhs(uv, c + c * uv.x, sampleCount);
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float y = rgb2yiq(yBlur).r;
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uv.x += 0.01 * d;
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c *= 6.0;
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float3 iBlur = blurVhs(uv, c, sampleCount);
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float i = rgb2yiq(iBlur).g;
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uv.x += 0.005 * d;
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c *= 2.5;
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float3 qBlur = blurVhs(uv, c, sampleCount);
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float q = rgb2yiq(qBlur).b;
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float3 color = yiq2rgb(float3(y, i, q)) - pow(s + e * 2.0, 3.0);
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float2 centered = context.uv * 2.0 - 1.0;
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centered.x *= context.outputResolution.x / max(context.outputResolution.y, 1.0);
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float2 aberrationOffset = centered * (aberrationAmount * 0.0015);
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float redAberration = sampleVideo(frac(context.uv + aberrationOffset)).r;
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float blueAberration = sampleVideo(frac(context.uv - aberrationOffset)).b;
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color.r = lerp(color.r, redAberration, 0.35);
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color.b = lerp(color.b, blueAberration, 0.35);
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float2 halationOffset = float2(0.0015, 0.0) * (1.0 + smear * 0.35);
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float3 halationSource =
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sampleVideo(frac(context.uv + halationOffset)).rgb * 0.4 +
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sampleVideo(frac(context.uv - halationOffset)).rgb * 0.4 +
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sampleVideo(frac(context.uv + halationOffset * 2.0)).rgb * 0.2;
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float halationLuma = dot(halationSource, float3(0.299, 0.587, 0.114));
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float halationMask = smoothstep(0.45, 1.0, halationLuma) * halationAmount;
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color += halationSource * float3(1.0, 0.38, 0.24) * halationMask * 0.35;
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float vignetteBase = context.uv.x * (1.0 - context.uv.x) * context.uv.y * (1.0 - context.uv.y);
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float vignette = saturate(pow(vignetteBase * 16.0, 0.22));
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color *= lerp(1.0 - vignetteAmount, 1.0, vignette);
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return float4(saturate(color), 1.0);
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}
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