Converted this ShaderToy shader to work in legacy UPBGE, RanGE, or UPBGE 0.3+. Enjoy.
Legacy UPBGE / RanGE
uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
uniform float Timer; //you need an Timer property in the logic with the name after uniform float (you can change the name)
float iTime = Timer;
vec2 iResolution = vec2(bgl_RenderedTextureWidth, bgl_RenderedTextureHeight);
vec2 fragCoord = vec2(gl_TexCoord[0].x * bgl_RenderedTextureWidth, gl_TexCoord[0].y * bgl_RenderedTextureHeight);
float noise(vec2 p) {
float s = texture(bgl_RenderedTexture,vec2(1.,2.*cos(iTime))*iTime*8. + p*1.).x;
s *= s;
return s;
}
float onOff(float a, float b, float c) {
return step(c, sin(iTime + a*cos(iTime*b)));
}
float ramp(float y, float start, float end) {
float inside = step(start,y) - step(end,y);
float fact = (y-start)/(end-start)*inside;
return (1.-fact) * inside;
}
float stripes(vec2 uv) {
float noi = noise(uv*vec2(0.5,1.) + vec2(1.,3.));
return ramp(mod(uv.y*4. + iTime/2.+sin(iTime + sin(iTime*0.63)),1.),0.5,0.6)*noi;
}
vec3 getVideo(vec2 uv) {
vec2 look = uv;
float window = 1./(1.+20.*(look.y-mod(iTime/4.,1.))*(look.y-mod(iTime/4.,1.)));
look.x = look.x + sin(look.y*10. + iTime)/50.*onOff(4.,4.,.3)*(1.+cos(iTime*80.))*window;
float vShift = 0.4*onOff(2.,3.,.9)*(sin(iTime)*sin(iTime*20.) +
(0.5 + 0.1*sin(iTime*200.)*cos(iTime)));
look.y = mod(look.y + vShift, 1.);
vec3 video = vec3(texture(bgl_RenderedTexture,look));
return video;
}
vec2 screenDistort(vec2 uv) {
uv -= vec2(.5,.5);
uv = uv*1.2*(1./1.2+2.*uv.x*uv.x*uv.y*uv.y);
uv += vec2(.5,.5);
return uv;
}
void main(void) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv = screenDistort(uv);
vec3 video = getVideo(uv);
float vigAmt = 3.+.3*sin(iTime + 5.*cos(iTime*5.));
float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5));
video += stripes(uv);
video += noise(uv*2.)/2.;
video *= vignette;
video *= (12.+mod(uv.y*30.+iTime,1.))/13.;
gl_FragColor = vec4(video,1.0);
}
UPBGE 0.3+
uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
uniform float Timer; //you need an Timer property in the logic with the name after uniform float (you can change the name)
float iTime = Timer;
in vec4 bgl_TexCoord;
out vec4 fragColor;
vec2 iResolution = vec2(bgl_RenderedTextureWidth, bgl_RenderedTextureHeight);
vec2 fragCoord = vec2(bgl_TexCoord.x * bgl_RenderedTextureWidth, bgl_TexCoord.y * bgl_RenderedTextureHeight);
float noise(vec2 p) {
float s = texture(bgl_RenderedTexture,vec2(1.,2.*cos(iTime))*iTime*8. + p*1.).x;
s *= s;
return s;
}
float onOff(float a, float b, float c) {
return step(c, sin(iTime + a*cos(iTime*b)));
}
float ramp(float y, float start, float end) {
float inside = step(start,y) - step(end,y);
float fact = (y-start)/(end-start)*inside;
return (1.-fact) * inside;
}
float stripes(vec2 uv) {
float noi = noise(uv*vec2(0.5,1.) + vec2(1.,3.));
return ramp(mod(uv.y*4. + iTime/2.+sin(iTime + sin(iTime*0.63)),1.),0.5,0.6)*noi;
}
vec3 getVideo(vec2 uv) {
vec2 look = uv;
float window = 1./(1.+20.*(look.y-mod(iTime/4.,1.))*(look.y-mod(iTime/4.,1.)));
look.x = look.x + sin(look.y*10. + iTime)/50.*onOff(4.,4.,.3)*(1.+cos(iTime*80.))*window;
float vShift = 0.4*onOff(2.,3.,.9)*(sin(iTime)*sin(iTime*20.) +
(0.5 + 0.1*sin(iTime*200.)*cos(iTime)));
look.y = mod(look.y + vShift, 1.);
vec3 video = vec3(texture(bgl_RenderedTexture,look));
return video;
}
vec2 screenDistort(vec2 uv) {
uv -= vec2(.5,.5);
uv = uv*1.2*(1./1.2+2.*uv.x*uv.x*uv.y*uv.y);
uv += vec2(.5,.5);
return uv;
}
void main(void) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv = screenDistort(uv);
vec3 video = getVideo(uv);
float vigAmt = 3.+.3*sin(iTime + 5.*cos(iTime*5.));
float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5));
video += stripes(uv);
video += noise(uv*2.)/2.;
video *= vignette;
video *= (12.+mod(uv.y*30.+iTime,1.))/13.;
fragColor = vec4(video,1.0);
}
Download
UPBGE_02_VHS_Shader.blend (93.5 KB)
UPBGE_03_VHS_Shader.blend (819.1 KB)
Credits
Original ShaderToy Script: https://www.shadertoy.com/view/ldjGzV
Thanks to @BluePrintRandom and this helpful thread for helping me learn GLS better: Porting glsl shader to blender? - #8 by TheLumcoin