#version 330 core in vec2 TexCoords; out vec4 frag_color; uniform sampler2D diffuse_texture; void main() { vec2 screensize = textureSize(diffuse_texture,0); vec4 color = texture(diffuse_texture, TexCoords); 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; 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); }