prosperon/source/shaders/crt.sglsl

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@vs vs
in vec2 aPos;
in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
TexCoords = aTexCoords;
}
@end
@fs fs
in vec2 TexCoords;
out vec4 frag_color;
uniform texture2D diffuse;
uniform sampler smp;
void main()
{
frag_color = texture(sampler2D(diffuse,smp), TexCoords);
return;
/* vec2 screensize = textureSize(diffuse,0);
vec4 color = texture(sampler2D(diffuse,smp), 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);
*/
}
@end
@program crt vs fs