Files
Terrarum/assets/crt.frag
2018-06-21 17:33:22 +09:00

44 lines
1.2 KiB
GLSL

#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(0.45, 0.45, 0.45);
// 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 = 0.3;
void main(void) {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
vec3 color_pre = texture2D(u_texture, (gl_FragCoord + vec2(-1.0, 0.0)) / resolution).rgb;
vec3 color_next = texture2D(u_texture, (gl_FragCoord + vec2( 1.0, 0.0)) / resolution).rgb;
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
color = vec3(color_luminosity) * phosphor_colour;
if (is_scanline) {
color = color * scanline_darkening;
}
gl_FragColor = vec4(color, 1.0);
}