#define CRT_MASK varying vec2 varTex0; void main() { lowp vec4 color = texture2D(UNI_Tex0, varTex0); vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0)); float gradient = smoothstep(UNI_size - UNI_feather, UNI_size + UNI_feather, powers.x + powers.y); color = vec4(mix(color.rgb, vec3(0.0), gradient), 1.0); #ifdef CRT_MASK float vShift = gl_FragCoord.y; if (mod(gl_FragCoord.x, 6.0) >= 3.0) { vShift += 2.0; } lowp vec3 r = vec3(0.95, 0.0, 0.2); lowp vec3 g = vec3(0.2, 0.95, 0.0); lowp vec3 b = vec3(0.0, 0.2, 0.95); int channel = int(floor(mod(gl_FragCoord.x, 3.0))); lowp vec4 crt = vec4(r[channel], g[channel], b[channel], 1.0); crt *= clamp(floor(mod(vShift, 4.0)), 0.0, 1.0); color = (crt * color * 1.25) + 0.05; #endif gl_FragColor = color; }