 /////  comment these lines to disable effects and gain speed  //////
 ////////////////////////////////////////////////////////////////////
 
-//#define MASK // fancy, expensive phosphor mask effect
 #define CURVATURE // applies barrel distortion to the screen
-//#define SCANLINES  // applies horizontal scanline effect
-//#define ROTATE_SCANLINES // for TATE games; also disables the mask effects, which look bad with it
-#define EXTRA_MASKS // disable these if you need extra registers freed up
 #define OVERSCAN_X 0.1
 #define OVERSCAN_Y 0.1
+#define CURVATURE_SMOOTH 0.001
 
 ////////////////////////////////////////////////////////////////////
 //////////////////////////  END SETTINGS  //////////////////////////

  float right=Warp(vec2(0, posNorm.y)).x+0.999;
  float top=Warp(vec2(posNorm.x,1)).y-1;
  float bottom=Warp(vec2(posNorm.x,0)).y+0.999;
  if(posNorm.x < left || posNorm.x >= right 
    || posNorm.y < top || posNorm.y >= bottom){
    FragColor = vec4(0.0,0,0,1.0);
  }
#else
  if(v_texCoord.x <= 0 || v_texCoord.x >= (rubyInputSize.x/rubyTextureSize.x)
    || v_texCoord.y <= 0 || v_texCoord.y >= (rubyInputSize.y/rubyTextureSize.y)){

#define OutSize vec4(rubyOutputSize, 1.0 / rubyOutputSize)

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float warpX;
uniform COMPAT_PRECISION float warpY;
#else
#define warpX 0.031
#define warpY 0.041
#endif

/*
