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								data/shaders/crt-geom.frag
									
									
									
									
									
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								data/shaders/crt-geom.frag
									
									
									
									
									
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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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