| #define CRT_MASK |
| |
| varying vec2 varTex0; |
| |
| void main() { |
| lowp vec4 color = texture2D(UNI_Tex0, varTex0); |
| |
| vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0)); |
| float gradient = smoothstep(UNI_size - UNI_feather, UNI_size + UNI_feather, |
| powers.x + powers.y); |
| |
| color = vec4(mix(color.rgb, vec3(0.0), gradient), 1.0); |
| |
| #ifdef CRT_MASK |
| float vShift = gl_FragCoord.y; |
| if (mod(gl_FragCoord.x, 6.0) >= 3.0) { |
| vShift += 2.0; |
| } |
| |
| lowp vec3 r = vec3(0.95, 0.0, 0.2); |
| lowp vec3 g = vec3(0.2, 0.95, 0.0); |
| lowp vec3 b = vec3(0.0, 0.2, 0.95); |
| int channel = int(floor(mod(gl_FragCoord.x, 3.0))); |
| lowp vec4 crt = vec4(r[channel], g[channel], b[channel], 1.0); |
| crt *= clamp(floor(mod(vShift, 4.0)), 0.0, 1.0); |
| |
| color = (crt * color * 1.25) + 0.05; |
| #endif |
| |
| gl_FragColor = color; |
| } |