/* Plain (and obviously inaccurate) phosphor. Author: Themaister License: Public Domain */ // modified by slime73 for use with love pixeleffects extern vec2 textureSize; vec3 to_focus(float pixel) { pixel = mod(pixel + 3.0, 3.0); if (pixel >= 2.0) // Blue return vec3(pixel - 2.0, 0.0, 3.0 - pixel); else if (pixel >= 1.0) // Green return vec3(0.0, 2.0 - pixel, pixel - 1.0); else // Red return vec3(1.0 - pixel, pixel, 0.0); } vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords) { float y = mod(texture_coords.y * textureSize.y, 1.0); float intensity = exp(-0.2 * y); vec2 one_x = vec2(1.0 / (3.0 * textureSize.x), 0.0); vec3 color = Texel(texture, texture_coords - 0.0 * one_x).rgb; vec3 color_prev = Texel(texture, texture_coords - 1.0 * one_x).rgb; vec3 color_prev_prev = Texel(texture, texture_coords - 2.0 * one_x).rgb; float pixel_x = 3.0 * texture_coords.x * textureSize.x; vec3 focus = to_focus(pixel_x - 0.0); vec3 focus_prev = to_focus(pixel_x - 1.0); vec3 focus_prev_prev = to_focus(pixel_x - 2.0); vec3 result = 0.8 * color * focus + 0.6 * color_prev * focus_prev + 0.3 * color_prev_prev * focus_prev_prev; result = 2.3 * pow(result, vec3(1.4)); return vec4(intensity * result, 1.0); }