// This shader is NOT BUILD INTO Ghostty. This is only here for unit tests. // Loosely based on postprocessing shader by inigo quilez, License Creative // Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. vec2 curve(vec2 uv) { uv = (uv - 0.5) * 2.0; uv *= 1.1; uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); uv = (uv / 2.0) + 0.5; uv = uv *0.92 + 0.04; return uv; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 q = fragCoord.xy / iResolution.xy; vec2 uv = q; uv = curve( uv ); vec3 oricol = texture( iChannel0, vec2(q.x,q.y) ).xyz; vec3 col; float x = sin(0.3*iTime+uv.y*21.0)*sin(0.7*iTime+uv.y*29.0)*sin(0.3+0.33*iTime+uv.y*31.0)*0.0017; col.r = texture(iChannel0,vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05; col.g = texture(iChannel0,vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05; col.b = texture(iChannel0,vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05; col.r += 0.08*texture(iChannel0,0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x; col.g += 0.05*texture(iChannel0,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y; col.b += 0.08*texture(iChannel0,0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z; col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0); float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y)); col *= vec3(pow(vig,0.3)); col *= vec3(0.95,1.05,0.95); col *= 2.8; float scans = clamp( 0.35+0.35*sin(3.5*iTime+uv.y*iResolution.y*1.5), 0.0, 1.0); float s = pow(scans,1.7); col = col*vec3( 0.4+0.7*s) ; col *= 1.0+0.01*sin(110.0*iTime); if (uv.x < 0.0 || uv.x > 1.0) col *= 0.0; if (uv.y < 0.0 || uv.y > 1.0) col *= 0.0; col*=1.0-0.65*vec3(clamp((mod(fragCoord.x, 2.0)-1.0)*2.0,0.0,1.0)); float comp = smoothstep( 0.1, 0.9, sin(iTime) ); // Remove the next line to stop cross-fade between original and postprocess // col = mix( col, oricol, comp ); fragColor = vec4(col,1.0); }