Initial?? Commit
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46
assets/shaders/crt/frag.glsl
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46
assets/shaders/crt/frag.glsl
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#version 330 core
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precision lowp float;
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in vec2 v_tex_coords;
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uniform sampler2D texture;
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uniform vec2 screen_resolution;
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uniform vec2 curvature = vec2(3.0, 3.0);
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uniform vec2 scanline_opacity = vec2(1.0, 1.0);
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uniform float brightness = 3.0;
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out vec4 f_color;
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const float PI = 3.14159;
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vec2 curve_uv(vec2 uv) {
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uv = uv * 2.0 - 1.0;
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vec2 offset = abs(uv.yx) / vec2(curvature.x, curvature.y);
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uv = uv + uv * offset * offset;
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uv = uv * 0.5 + 0.5;
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return uv;
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}
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vec3 scanline_intensity(float uv, float resolution, float opacity) {
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float intensity = sin(uv * resolution * PI * 2.0);
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intensity = ((0.5 * intensity) + 0.5) * 0.9 + 0.1;
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return vec3(pow(intensity, opacity));
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}
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void main() {
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vec2 curved_uv = curve_uv(v_tex_coords);
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vec3 base_color = texture2D(texture, curved_uv).rgb;
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base_color += vec3(1.0/256.0);
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base_color *= scanline_intensity(curved_uv.x, screen_resolution.y, scanline_opacity.x);
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base_color *= scanline_intensity(curved_uv.y, screen_resolution.x, scanline_opacity.y);
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base_color *= vec3(brightness);
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if (curved_uv.x < 0.0 || curved_uv.y < 0.0 || curved_uv.x > 1.0 || curved_uv.y > 1.0) {
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f_color = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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f_color = vec4(base_color, 1.0);
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}
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}
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