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-rw-r--r--tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl31
1 files changed, 31 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl b/tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl
new file mode 100644
index 0000000..2dc1ea3
--- /dev/null
+++ b/tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl
@@ -0,0 +1,31 @@
+#define CRT_MASK
+
+varying vec2 varTex0;
+
+void main() {
+ lowp vec4 color = texture2D(UNI_Tex0, varTex0);
+
+ vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0));
+ float gradient = smoothstep(UNI_size - UNI_feather, UNI_size + UNI_feather,
+ powers.x + powers.y);
+
+ color = vec4(mix(color.rgb, vec3(0.0), gradient), 1.0);
+
+#ifdef CRT_MASK
+ float vShift = gl_FragCoord.y;
+ if (mod(gl_FragCoord.x, 6.0) >= 3.0) {
+ vShift += 2.0;
+ }
+
+ lowp vec3 r = vec3(0.95, 0.0, 0.2);
+ lowp vec3 g = vec3(0.2, 0.95, 0.0);
+ lowp vec3 b = vec3(0.0, 0.2, 0.95);
+ int channel = int(floor(mod(gl_FragCoord.x, 3.0)));
+ lowp vec4 crt = vec4(r[channel], g[channel], b[channel], 1.0);
+ crt *= clamp(floor(mod(vShift, 4.0)), 0.0, 1.0);
+
+ color = (crt * color * 1.25) + 0.05;
+#endif
+
+ gl_FragColor = color;
+}