// NTSC post-process effect with fisheye/barrel distortion #include "sequence_uniforms" #include "render/fullscreen_uv_vs" #include "math/noise" @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d; @group(0) @binding(2) var uniforms: UniformsSequenceParams; // Barrel (fisheye) distortion: strength > 0 = barrel, < 0 = pincushion fn fisheye(uv: vec2f, strength: f32) -> vec2f { let c = uv * 2.0 - 1.0; let r2 = c * c; return uv * 1.03 * (1.0 + vec2f(.1, .24) * strength * r2); } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { let t = uniforms.time; // Fisheye/barrel distortion let uv = fisheye(in.uv, 0.18); // Black outside screen edges if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { discard; // return vec4f(0.0, 0.0, 0.0, 1.0); } // Chroma separation (horizontal RGB bleeding) let bleed = 2.5 / uniforms.resolution.x; let r = textureSample(input_texture, input_sampler, uv + vec2f( bleed, 0.0)).r; let g = textureSample(input_texture, input_sampler, uv ).g; let b = textureSample(input_texture, input_sampler, uv - vec2f( bleed, 0.0)).b; var col = vec3f(r, g, b); // Scanlines let scan = sin(uv.y * uniforms.resolution.y * 3.14159265) * 0.5 + 0.5; col *= 0.82 + 0.18 * scan; // Per-pixel temporal noise let pixel = floor(uv * uniforms.resolution); let n = hash_2f(pixel + vec2f(t * 47.3, t * 31.7)) * 0.08 - 0.04; col += n; // Horizontal jitter line (random scanline rolling artifact) let jitter_y = fract(t * 0.37); let jitter_band = abs(uv.y - jitter_y); if (jitter_band < 0.003) { col += hash_1f(uv.x * 100.0 + t) * 0.15; } // Vignette (stronger at corners due to fisheye) let vig = in.uv * 2.0 - 1.0; col *= 1.0 - dot(vig, vig) * 0.45; // Slight NTSC warm tint (boost red/green, attenuate blue) col.r *= 1.04; col.g *= 1.01; col.b *= 0.94; return vec4f(clamp(col, vec3f(0.0), vec3f(1.0)), 1.0); }