prosperon/source/shaders/crtfrag.glsl

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#version 330 core
in vec2 TexCoords;
out vec4 frag_color;
uniform sampler2D diffuse_texture;
void main()
{
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frag_color = texture(diffuse_texture, TexCoords);
return;
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vec2 screensize = textureSize(diffuse_texture,0);
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vec4 color = texture(diffuse_texture, TexCoords);
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float avg = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
frag_color = vec4(avg,avg,avg,1.0);
float lc = screensize.y/2.0;
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float line = TexCoords.y * lc;
float line_intensity = mod(float(line),2);
float off = line_intensity * 0.0005;
vec4 shift = vec4(off,0,0,0);
vec4 color_shift = vec4(0.001,0,0,0);
float r = color.r + color_shift.r + shift.r;
float g = color.g - color_shift.g + shift.g;
float b = color.b;
frag_color = vec4(r, g*0.99, b, 1.0) * clamp(line_intensity, 0.85, 1.0);
}