// Copyright 2022 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build ignore // Reference: a public domain CRT effect // https://github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-lottes.glsl package main func Warp(pos vec2) vec2 { const ( warpX = 0.031 warpY = 0.041 ) pos = pos*2 - 1 pos *= vec2(1+(pos.y*pos.y)*warpX, 1+(pos.x*pos.x)*warpY) return pos/2 + 0.5 } func Fragment(position vec4, texCoord vec2, color vec4) vec4 { // Adjust the texture position to [0, 1]. pos := texCoord origin, size := imageSrcRegionOnTexture() pos -= origin pos /= size pos = Warp(pos) return imageSrc0At(pos*size + origin) }