local shader_lottes=fe.add_shader(
Shader.VertexAndFragment,
"shaders/CRT-geom.vsh",
"shaders/CRT-geom.fsh");
// APERATURE_TYPE
// 0 = VGA style shadow mask.
// 1.0 = Very compressed TV style shadow mask.
// 2.0 = Aperture-grille.
shader_lottes.set_param("aperature_type",0);
shader_lottes.set_param("hardScan", 0); // Hardness of Scanline -8.0 = soft -16.0 = medium
shader_lottes.set_param("hardPix", -2.0); // Hardness of pixels in scanline -2.0 = soft, -4.0 = hard
shader_lottes.set_param("maskDark", 2.0); // Sets how dark a "dark subpixel" is in the aperture pattern.
shader_lottes.set_param("maskLight", 0.3); // Sets how dark a "bright subpixel" is in the aperture pattern
shader_lottes.set_param("saturation", 0.1); // 1.0 is normal saturation. Increase as needed.
shader_lottes.set_param("tint", 0.0); // 0.0 is 0.0 degrees of Tint. Adjust as needed.
shader_lottes.set_param("distortion", 0.1); // 0.0 to 0.2 seems right
shader_lottes.set_param("cornersize", 0.01); // 0.0 to 0.1
shader_lottes.set_param("cornersmooth", 10); // Reduce jagginess of corners
shader_lottes.set_texture_param("texture");
video.shader = shader_lottes;
fe.add_transition_callback( "shader_transitions" );
shader_transitions <- function( ttype, var, ttime ) {
switch( ttype )
{
case Transition.ToNewList:
case Transition.EndNavigation:
video.shader.set_param("color_texture_sz", video.width, video.height);
video.shader.set_param("color_texture_pow2_sz", video.width, video.height);
break;
}
return false;
}
video.alpha = 255;
stick the attached files (login to see) in the /shaders folder of your layout. This is assuming the snap magic token is named as a variable called video
e.g. local video = fe.add_artwork( "snap", x,y,width,height);