#version 120 #ifdef GL_ES precision mediump float; #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; uniform vec2 resolution; uniform vec3 phosphor_colour = vec3(1.3, 0.8567, 0.0); vec3 scanline_darkening = vec3(0.66, 0.66, 0.66); // 0: every odd line will get darkened; 1: every even line will get darkened uniform float alternative_scanline = 0.0; // 1.0: true uniform float blur_blend = 0.5; void main(void) { vec4 color = texture2D(u_texture, v_texCoords).rgba; vec4 color_pre = texture2D(u_texture, (v_texCoords + (vec2(-1.0, 0.0) / resolution))).rgba; vec4 color_next = texture2D(u_texture, (v_texCoords + (vec2( 1.0, 0.0) / resolution))).rgba; color = color * (1.0 - blur_blend) + color_pre * (blur_blend / 2.0) + color_next * (blur_blend / 2.0); bool is_scanline = mod(int(gl_FragCoord.y), 2) == int(alternative_scanline); float color_luminosity = ( 3.0 * color.r + 4.0 * color.g + 1.0 * color.b ) / 8.0; // out colour vec3 out_color = vec3(color_luminosity) * phosphor_colour; if (is_scanline) { out_color = out_color * scanline_darkening; } gl_FragColor = vec4(out_color, 1); //gl_FragColor = texture2D(u_texture, v_texCoords); }