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@ -0,0 +1,23 @@
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#define distortion 0.08
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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vec2 radialDistortion(vec2 coord) {
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vec2 cc = coord - vec2(0.5);
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float dist = dot(cc, cc) * distortion;
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return coord + cc * (1.0 - dist) * dist;
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}
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void main(void) {
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vec4 rgba = texture2D(tex, radialDistortion(texCoord));
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vec4 intensity = fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5
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? vec4(0)
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: smoothstep(0.2, 0.8, rgba) + normalize(rgba);
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fragColor = intensity * -0.25 + rgba * 1.1;
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}
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@ -1,4 +1,3 @@
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in vec4 color;
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in vec2 texCoord;
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out vec4 fragColor;
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@ -1114,7 +1114,7 @@ static s32 start(s32 argc, char **argv, const char* folder)
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GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
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u32 crt_shader = 0;
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GPU_ShaderBlock crt_block = load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-simple.frag");
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GPU_ShaderBlock crt_block = load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-geom.frag");
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GPU_ActivateShaderProgram(crt_shader, &crt_block);
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{
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