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