#define iChannel0 inputImageTexture
#define texture(a,b) texture2D(a,fract(b))
#define fragColor gl_FragColor
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;

uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;

uniform highp float iTime;

highp float noise(highp vec2 p)
{
    highp float s = texture(iChannel1,fract(vec2(1.,2.*cos(iTime))*iTime*8. + p*1.)).x;
    s *= s;
    return s;
}

highp float onOff(highp float a, highp float b, highp float c)
{
    return step(c, sin(iTime + a*cos(iTime*b)));
}

highp float ramp(highp float y, highp float start, highp float end)
{
    highp float inside = step(start,y) - step(end,y);
    highp float fact = (y-start)/(end-start)*inside;
    return (1.-fact) * inside;

}

highp float stripes(highp vec2 uv)
{

    highp 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;
}

highp vec4 getVideo(highp vec2 uv)
{
    highp vec2 look = uv;
    highp 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;
    highp 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.);
    highp vec4 video = texture(iChannel0,look);
    return video;
}

highp vec2 screenDistort(highp 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;
}

//白平衡
const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mediump mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mediump mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);
highp vec4 whiteBalance(highp vec4 source,highp float a) {
    highp float tint = 0.0;
    mediump vec3 yiq = RGBtoYIQ * source.rgb; //adjusting tint
    yiq.b = clamp(yiq.b + tint*0.5226*0.1, -0.5226, 0.5226);
    lowp vec3 rgb = YIQtoRGB * yiq;

    lowp vec3 processed = vec3(
    (rgb.r < 0.5 ? (2.0 * rgb.r * warmFilter.r) : (1.0 - 2.0 * (1.0 - rgb.r) * (1.0 - warmFilter.r))), //adjusting temperature
    (rgb.g < 0.5 ? (2.0 * rgb.g * warmFilter.g) : (1.0 - 2.0 * (1.0 - rgb.g) * (1.0 - warmFilter.g))),
    (rgb.b < 0.5 ? (2.0 * rgb.b * warmFilter.b) : (1.0 - 2.0 * (1.0 - rgb.b) * (1.0 - warmFilter.b))));

    return vec4(mix(rgb, processed, a), source.a);
}

void main() {
    highp vec2 uv = textureCoordinate;

    uv = screenDistort(uv);
    highp vec4 colorV = getVideo(uv);
    highp vec3 video = colorV.rgb;
    highp float vigAmt = 3.+.3*sin(iTime + 5.*cos(iTime*5.));
    highp 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, colorV.a);

    //白平衡
    gl_FragColor = whiteBalance(gl_FragColor, -0.10);
}