#version 150 #define BOOST 1.0 #define CRT_GEOM_BEAM 1 uniform sampler2D source[]; uniform vec4 sourceSize[]; in Vertex { vec2 vTexCoord; vec2 data_pix_no; float data_one; }; out vec4 FragColor; vec3 beam(vec3 color, float dist) { #if CRT_GEOM_BEAM vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0)); vec3 weights = vec3(abs(dist) * 3.333333333); return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); #else float reciprocal_width = 4.0; vec3 x = dist * reciprocal_width; return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width; #endif } void main() { vec2 texel = floor(data_pix_no); float phase = data_pix_no.y - texel.y; vec2 tex = vec2(texel + 0.5) * sourceSize[0].zw; vec3 top = texture(source[0], tex + vec2(0.0, 0 * data_one)).rgb; vec3 bottom = texture(source[0], tex + vec2(0.0, 1 * data_one)).rgb; float dist0 = phase; float dist1 = 1.0 - phase; vec3 scanline = vec3(0.0); scanline += beam(top, dist0); scanline += beam(bottom, dist1); FragColor = vec4(BOOST * scanline * 0.869565217391304, 1.0); }