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#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;
}
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