// VHS shader // by hunterk // adapted from ompuco's more AVdistortion shadertoy: // https://www.shadertoy.com/view/XlsczN // Ported to ReShade by Matsilagi #include "ReShade.fxh" uniform float wiggle < ui_type = "drag"; ui_min = 0.0; ui_max = 10.0; ui_step = 0.001; ui_label = "Wiggle [VHS-RA]"; > = 0.0; uniform float smear < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Chroma Smear [VHS-RA]"; > = 0.5; uniform int FrameCount < source = "framecount"; >; #define mod(x,y) (x-y*floor(x/y)) #define iTime mod(float(FrameCount), 7.0) //YIQ/RGB shit float3 rgb2yiq(float3 c){ return float3( (0.2989*c.x + 0.5959*c.y + 0.2115*c.z), (0.5870*c.x - 0.2744*c.y - 0.5229*c.z), (0.1140*c.x - 0.3216*c.y + 0.3114*c.z) ); } float3 yiq2rgb(float3 c){ return float3( (1.0*c.x + 1.0*c.y + 1.0*c.z), (0.956*c.x - 0.2720*c.y - 1.1060*c.z), (0.6210*c.x - 0.6474*c.y + 1.7046*c.z) ); } float2 Circle(float Start, float Points, float Point) { float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); //return float2(sin(Rad), cos(Rad)); return float2(-(.3+Rad), cos(Rad)); } float3 Blur(float2 uv, float d){ float t = (sin(iTime*5.0+uv.y*5.0))/10.0; float b = 1.0; t=0.0; float2 PixelOffset=float2(d+.0005*t,0); float Start = 2.0 / 14.0; float2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy; float3 N0 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; float3 N1 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; float3 N2 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; float3 N3 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; float3 N4 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; float3 N5 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; float3 N6 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; float3 N7 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; float3 N8 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; float3 N9 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; float3 N10 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; float3 N11 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; float3 N12 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; float3 N13 = tex2D(ReShade::BackBuffer, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; float3 N14 = tex2D(ReShade::BackBuffer, uv).rgb; float4 clr = tex2D(ReShade::BackBuffer, uv); float W = 1.0 / 15.0; clr.rgb= (N0 * W) + (N1 * W) + (N2 * W) + (N3 * W) + (N4 * W) + (N5 * W) + (N6 * W) + (N7 * W) + (N8 * W) + (N9 * W) + (N10 * W) + (N11 * W) + (N12 * W) + (N13 * W) + (N14 * W); return float3(clr.xyz)*b; } float onOff(float a, float b, float c, float fc) { return step(c, sin((fc * 0.001) + a*cos((fc * 0.001)*b))); } float2 jumpy(float2 uv, float fc) { float2 look = uv; float window = 1./(1.+80.*(look.y-mod(fc/4.,1.))*(look.y-mod(fc/4.,1.))); look.x += 0.05 * sin(look.y*10. + fc)/20.*onOff(4.,4.,.3, fc)*(0.5+cos(fc*20.))*window; float vShift = (0.1*wiggle) * 0.4*onOff(2.,3.,.9, fc)*(sin(fc)*sin(fc*20.) + (0.5 + 0.1*sin(fc*200.)*cos(fc))); look.y = mod(look.y - 0.01 * vShift, 1.); return look; } void VHS_RA(in float4 pos : SV_POSITION, in float2 txcoord : TEXCOORD0, out float4 color : COLOR0) { float d = .1-round(mod(iTime/3.0,1.0))*.1; float2 uv = jumpy(txcoord.xy, iTime); float2 uv2 = uv; float s = 0.0001 * wiggle * -d + 0.0001 * wiggle * sin(iTime); float e = min(.30,pow(max(0.0,cos(uv.y*4.0+.3)-.75)*(s+0.5)*1.0,3.0))*25.0; float r = (iTime*(2.0*s)); uv.x += abs(r*pow(min(.003,(-uv.y+(.01*mod(iTime, 17.0))))*3.0,2.0)); d = .051+abs(sin(s/4.0)); float c = max(0.0001,.002*d) * smear; float2 uvo = uv; float4 final; final.xyz =Blur(uv,c+c*(uv.x)); float y = rgb2yiq(final.xyz).r; uv.x += .01*d; c *= 6.0; final.xyz =Blur(uv,c); float i = rgb2yiq(final.xyz).g; uv.x += .005*d; c *= 2.50; final.xyz =Blur(uv,c); float q = rgb2yiq(final.xyz).b; final = float4(yiq2rgb(float3(y,i,q))-pow(s+e*2.0,3.0), 1.0); color = final; } technique VHS_RA { pass VHS_RA1 { VertexShader = PostProcessVS; PixelShader = VHS_RA; } }