1 #define CRT_MASK 2 3 varying vec2 varTex0; 4 5 void main() { 6 lowp vec4 color = texture2D(UNI_Tex0, varTex0); 7 8 vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0)); 9 float gradient = smoothstep(UNI_size - UNI_feather, UNI_size + UNI_feather, 10 powers.x + powers.y); 11 12 color = vec4(mix(color.rgb, vec3(0.0), gradient), 1.0); 13 14 #ifdef CRT_MASK 15 float vShift = gl_FragCoord.y; 16 if (mod(gl_FragCoord.x, 6.0) >= 3.0) { 17 vShift += 2.0; 18 } 19 20 lowp vec3 r = vec3(0.95, 0.0, 0.2); 21 lowp vec3 g = vec3(0.2, 0.95, 0.0); 22 lowp vec3 b = vec3(0.0, 0.2, 0.95); 23 int channel = int(floor(mod(gl_FragCoord.x, 3.0))); 24 lowp vec4 crt = vec4(r[channel], g[channel], b[channel], 1.0); 25 crt *= clamp(floor(mod(vShift, 4.0)), 0.0, 1.0); 26 27 color = (crt * color * 1.25) + 0.05; 28 #endif 29 30 gl_FragColor = color; 31 } 32