From e3e5a247c58c6e0b45d81ab61314bd8d1bd530ac Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Thu, 19 Feb 2015 22:54:40 -0500 Subject: Added ability to resize window (full screen is really laggy though!) --- shaders/final.fragment | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) (limited to 'shaders/final.fragment') diff --git a/shaders/final.fragment b/shaders/final.fragment index 7eeb78e..4a51ad3 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment @@ -11,10 +11,6 @@ out vec3 color; uniform sampler2D rendertex; uniform sampler2D scanlinestex; -const vec2 UVScalar = vec2(1.0, 1.0); -const vec2 UVOffset = vec2(0.0, 0.0); -const vec2 CRTMask_Scale = vec2(85.0, 153.6)*4.0; -const vec2 CRTMask_Offset = vec2(0.0, 0.0); const float Tuning_Overscan = 1.08; const float Tuning_Dimming = 0.0; const float Tuning_Satur = 1.0; @@ -27,18 +23,18 @@ const float Tuning_Spec_Brightness = 0.35; const float Tuning_Spec_Power = 50.0; const float Tuning_Fres_Brightness = 1.0; +uniform vec2 resolution; + vec4 sampleCRT(vec2 uv) { - vec2 ScaledUV = uv; - ScaledUV *= UVScalar; - ScaledUV += UVOffset; + vec2 CRTMask_Scale = resolution / vec2(6.0, 5.0); - vec2 scanuv = ScaledUV * CRTMask_Scale; + vec2 scanuv = uv * CRTMask_Scale; vec3 scantex = texture(scanlinestex, scanuv).rgb; scantex += Tuning_Scanline_Brightness; scantex = mix(vec3(1,1,1), scantex, Tuning_Scanline_Opacity); - vec2 overscanuv = (ScaledUV * Tuning_Overscan) - ((Tuning_Overscan - 1.0f) * 0.5f); + vec2 overscanuv = (uv * Tuning_Overscan) - ((Tuning_Overscan - 1.0f) * 0.5f); overscanuv = overscanuv - vec2(0.5, 0.5); float rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y); overscanuv = overscanuv + (overscanuv * (Tuning_Barrel * rsq)) + vec2(0.5,0.5); -- cgit 1.4.1