#version 120 #include "/module/common.glsl" //#define aberration //#define hBlur //#define scanlines varying vec2 texcoord; uniform sampler2D gcolor; uniform float viewWidth; #include "/module/aberration.frag" #include "/module/horizontal_blur.frag" void main() { vec3 color; #ifdef hBlur color = hblur(); #else color = texture2D(gcolor, texcoord).rgb; #endif #ifdef aberration color.rb = aberrate().rb; #endif #ifdef scanlines if(mod(int(gl_FragCoord.y / (pixelSize * 2)), 2) == 0) color.rgb *= 0.95; else color.rgb /= 0.95; #endif gl_FragData[0] = vec4(color, 1); }