//---CRT Shader--- shader_type canvas_item; uniform float scanline_count : hint_range(0, 1800) = 50.0; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform float x_curve: hint_range(1.0, 10.0) = 3.0; uniform float y_curve: hint_range(1.0, 10.0) = 3.0; uniform float aberration_strength: hint_range(-5.0, 5.0) = 3.0; vec2 uv_curve(vec2 uv) { uv = (uv - 0.5) * 2.0; //You can modify the numbers and try different values uv.x *= 1.0 + pow(abs(uv.y) / x_curve, 2.0); uv.y *= 1.0 + pow(abs(uv.x) / y_curve, 2.0); uv = (uv/2.0) + 0.5; return uv; } void fragment() { //You can modify the *3.0, *-3.0 for a bigger or smaller float r = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).r; float g = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * aberration_strength), 0.0).g; float b = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x *-aberration_strength), 0.0).b; //If you dont want scanlines you can just delete this part float s = sin(uv_curve(SCREEN_UV).y * scanline_count * PI * 2.0); s = (s * 0.5 + 0.5) * 0.9 + 0.1; vec4 scan_line = vec4(vec3(pow(s, 0.25)), 1.0); COLOR = vec4(r, g, b, 1.0) * scan_line; }