// Gaussian Scanlines // // adapted from NTSC Shader - written by Hans-Kristian Arntzen // License: GPLv3 // pulled from git://github.com/libretro/common-shaders.git on 08/05/2013 #version 150 uniform sampler2D source[]; uniform vec4 sourceSize[]; uniform vec4 targetSize; uniform int phase; #define DISPLAY_GAMMA 2.1 #define CRT_GAMMA 2.5 #define one (sourceSize[0]) //this is set to 1.0 / sourceSize[0] in the original version, but I think this looks better #define pix_no texCoord.y * sourceSize[0] #define TEX(off) pow(texture(source[0], texCoord - vec2(0.0, (off) * one.y)).rgb, vec3(CRT_GAMMA)) in Vertex { vec2 texCoord; }; out vec4 fragColor; void main() { vec3 frame0 = TEX(-2.0); vec3 frame1 = TEX(-1.0); vec3 frame2 = TEX(0.0); vec3 frame3 = TEX(1.0); vec3 frame4 = TEX(2.0); float offset_dist = fract(pix_no.y) - 0.5; float dist0 = 2.0 + offset_dist; float dist1 = 1.0 + offset_dist; float dist2 = 0.0 + offset_dist; float dist3 = -1.0 + offset_dist; float dist4 = -2.0 + offset_dist; vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0); scanline += frame1 * exp(-5.0 * dist1 * dist1); scanline += frame2 * exp(-5.0 * dist2 * dist2); scanline += frame3 * exp(-5.0 * dist3 * dist3); scanline += frame4 * exp(-5.0 * dist4 * dist4); fragColor = vec4(pow(1.15 * scanline, vec3(1.0 / DISPLAY_GAMMA)), 1.0); }