- [NEW] Nou shader crt
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@@ -8,7 +8,7 @@ void main()
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pix_coord = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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tex_coord = vec2((gl_Vertex.x+1.0)*0.5, (-gl_Vertex.y+1.0)*0.5);
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vec4 pos = vec4(gl_Vertex.x * 2.0, gl_Vertex.y * 2.0, gl_Vertex.z, gl_Vertex.w);
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gl_Position = gl_Vertex; //(gl_Vertex*2)-vec3(1.0, 1.0, 1.0);//gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = gl_Vertex;
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}
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#elif defined(FRAGMENT)
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@@ -23,27 +23,20 @@ void main()
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float row = mod(y,4.0);
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vec4 color = texture2D(Texture, tex_coord);
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float xfade = abs((tex_coord.s * 2.0) - 1.0);
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xfade = xfade * xfade * xfade * xfade * xfade;
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float yfade = abs((tex_coord.t * 2.0) - 1.0);
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yfade = yfade * yfade * yfade * yfade * yfade;
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color = color + vec4(0.7, 0.7, 0.7, 0.0) * (1.0-tex_coord.t) * (1.0-xfade) * (1.0-yfade);
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vec4 newcolor;
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if (column == 0.0) {
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newcolor = color * vec4(1.0, 0.4, 0.6, 1.0);
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} else if (column == 1.0) {
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newcolor = color * vec4(0.4, 1.0, 0.4, 1.0);
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} else if (column == 2.0) {
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newcolor = color * vec4(0.6, 0.4, 1.0, 1.0);
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newcolor = color * vec4(0.95, 0.95, 0.95, 1.0);
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} else {
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newcolor = color * vec4(0.2, 0.2, 0.2, 1.0);
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newcolor = color;
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}
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if (row == 0.0) {
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newcolor = newcolor * vec4(0.5, 0.5, 0.5, 1.0);
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} else if (row == 1.0) {
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newcolor = newcolor * vec4(0.8, 0.8, 0.8, 1.0);
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} else if (row == 3.0) {
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newcolor = newcolor * vec4(0.8, 0.8, 0.8, 1.0);
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} else {
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newcolor = newcolor;
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}
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