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Slightly improves scanlines
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0471a8c886
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@ -8,18 +8,17 @@ precision mediump int;
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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float offset = 1.0;
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float frequency = 166.0;
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float amount = 1.0; // suitable range = 0.0 - 1.0
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float intensity = 0.5; // suitable range = 0.0 - 1.0
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void main()
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{
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float pos0 = (v_texcoord0.y + offset) * frequency;
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float pos1 = cos((fract( pos0 ) - 0.5)*3.1415926);
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vec4 pel = texture2D( sampler0, v_texcoord0 );
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float pos0 = ((v_texcoord0.y + 1.0) * 170.0*amount);
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float pos1 = cos((fract( pos0 ) - 0.5)*3.1415926*intensity)*1.5;
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vec4 rgb = texture2D( sampler0, v_texcoord0 );
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// slight contrast curve
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vec4 color = pel*0.5+0.5*pel*pel*1.2;
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color *= 2.0;
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vec4 color = rgb*0.5+0.5*rgb*rgb*1.2;
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// color tint
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color *= vec4(0.9,1.0,0.7, 0.0);
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