Home | History | Annotate | Download | only in raw
      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