bsnes/shaders/Scanline.shader/scanline.fs

21 lines
379 B
GLSL

#version 150
uniform sampler2D source[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
vec4 rgba = texture(source[0], texCoord);
vec4 intensity;
if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) {
intensity = vec4(0);
} else {
intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
}
fragColor = intensity * -0.25 + rgba * 1.1;
}