Hi! I was wondering if anyone here with the proper knowledge could help me trim this shader (VHS) so the only code present is the one needed for the chroma smear effect. I see there’s a lot of references to the play timer count, and while I linked the textures to transparent ones on a custom preset file and commented out the wiggle parameter, I would like all that functions out from the shader itself for optimization sake (It runs great on my tablet, but eats battery like crazy).
The shader code:
// VHS shader
// by hunterk
// adapted from ompuco's more AVdistortion shadertoy:
// https://www.shadertoy.com/view/XlsczN
// Parameter lines go here:
//#pragma parameter wiggle "Wiggle" 0.0 0.0 10.0 1.0
#pragma parameter smear "Chroma Smear" 0.5 0.0 1.0 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D play;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float wiggle;
uniform COMPAT_PRECISION float smear;
#else
#define wiggle 3.0
#define smear 1.0
#endif
#define iTime mod(float(FrameCount), 7.0)
#define iChannel0 Texture
//YIQ/RGB shit
vec3 rgb2yiq(vec3 c){
return vec3(
(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)
);
}
vec3 yiq2rgb(vec3 c){
return vec3(
( 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)
);
}
vec2 Circle(float Start, float Points, float Point)
{
float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
//return vec2(sin(Rad), cos(Rad));
return vec2(-(.3+Rad), cos(Rad));
}
vec3 Blur(vec2 uv, float d){
float t = (sin(iTime*5.0+uv.y*5.0))/10.0;
float b = 1.0;
t=0.0;
vec2 PixelOffset=vec2(d+.0005*t,0);
float Start = 2.0 / 14.0;
vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;
vec3 N0 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
vec3 N1 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
vec3 N2 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
vec3 N3 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
vec3 N4 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
vec3 N5 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
vec3 N6 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
vec3 N7 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
vec3 N8 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
vec3 N9 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
vec3 N10 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
vec3 N11 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
vec3 N12 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
vec3 N13 = COMPAT_TEXTURE(iChannel0, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
vec3 N14 = COMPAT_TEXTURE(iChannel0, uv).rgb;
vec4 clr = COMPAT_TEXTURE(iChannel0, 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 vec3(clr.xyz)*b;
}
float onOff(float a, float b, float c, float framecount)
{
return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
}
vec2 jumpy(vec2 uv, float framecount)
{
vec2 look = uv;
float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window;
float vShift = (0.1*wiggle) * 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) +
(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
look.y = mod(look.y - 0.01 * vShift, 1.);
return look;
}
void main()
{
float timer = (float(FrameDirection) > 0.5) ? float(FrameCount) : 0.0;
float d = 0.1 - ceil(mod(iTime/3.0,1.0) + 0.5) * 0.1;
vec2 uv = jumpy(vTexCoord.xy, iTime);
vec2 uv2 = uv;
float s = 0.0001 * -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;
vec2 uvo = uv;
vec4 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 = vec4(yiq2rgb(vec3(y,i,q))-pow(s+e*2.0,3.0), 1.0);
vec4 play_osd = COMPAT_TEXTURE(play, uv2 * TextureSize.xy / InputSize.xy);
float show_overlay = (mod(timer, 100.0) < 50.0) && (timer != 0.0) && (timer < 500.0) ? play_osd.a : 0.0;
show_overlay = clamp(show_overlay, 0.0, 1.0);
final = mix(final, play_osd, show_overlay);
FragColor = final;
}
#endif