#version 330 core in vec2 UV; in vec3 norm; 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); const vec2 CRTMask_Offset = vec2(0.0, 0.0); const float Tuning_Overscan = 1.0; const float Tuning_Dimming = 0.5; const float Tuning_Satur = 1.35; const float Tuning_ReflScalar = 0.3; const float Tuning_Barrel = 0.12; const float Tuning_Scanline_Brightness = 0.25; const float Tuning_Scanline_Opacity = 0.5; const float Tuning_Diff_Brightness = 0.5; const float Tuning_Spec_Brightness = 0.35; const float Tuning_Spec_Power = 50.0; const float Tuning_Fres_Brightness = 1.0; const vec3 Tuning_LightPos = vec3(5.0, -10.0, 0.0); vec4 sampleCRT(vec2 uv) { vec2 ScaledUV = uv; ScaledUV *= UVScalar; ScaledUV += UVOffset; vec2 scanuv = ScaledUV * 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); 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); vec3 comptex = texture(rendertex, overscanuv).rgb; vec4 emissive = vec4(comptex * scantex, 1); float desat = dot(vec4(0.299, 0.587, 0.114, 0.0), emissive); emissive = mix(vec4(desat, desat, desat, 1), emissive, Tuning_Satur); return emissive; } void main() { color = sampleCRT(UV).rgb; }