TIC-80-guile/data/shaders/crt-simple.frag

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in vec2 texCoord;
out vec4 fragColor;
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uniform sampler2D tex;
void main(void)
{
vec4 rgba = texture2D(tex, texCoord);
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vec4 intensity = fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5
? vec4(0)
: smoothstep(0.2, 0.8, rgba) + normalize(rgba);
fragColor = intensity * -0.25 + rgba * 1.1;
}