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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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					in vec2 texCoord;
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out vec4 fragColor;
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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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						GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
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	u32 crt_shader = 0;
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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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						GPU_ActivateShaderProgram(crt_shader, &crt_block);
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	{
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						{
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