Hey Flamex,

I tried recreating your first example by editing crt-aperture. I think I got it pretty close, although the gamma doesn’t quite match up.

At 4x scale the middle of the scanline was landing between pixels 2 & 3, so the results were always a minimum of 2 pixels thick. So I shifted the coordinates up to make the middle of the scanline land on pixel 2, which resulted in nice thin lines.

Here’s an edited crt-aperture.glsl you can try out:

```
/*
CRT Shader by EasyMode
License: GPL
*/
#pragma parameter SHARPNESS_IMAGE "Sharpness Image" 1.0 0.5 5.0 0.25
#pragma parameter SHARPNESS_EDGES "Sharpness Edges" 3.0 0.5 5.0 0.25
#pragma parameter GLOW_WIDTH "Glow Width" 0.5 0.05 0.65 0.05
#pragma parameter GLOW_HEIGHT "Glow Height" 0.5 0.05 0.65 0.05
#pragma parameter GLOW_HALATION "Glow Halation" 0.35 0.0 1.0 0.01
#pragma parameter GLOW_DIFFUSION "Glow Diffusion" 0.05 0.0 1.0 0.01
#pragma parameter MASK_COLORS "Mask Colors" 2.0 2.0 3.0 1.0
#pragma parameter MASK_STRENGTH "Mask Strength" 0.0 0.0 1.0 0.05
#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 9.0 1.0
#pragma parameter SCANLINE_SIZE_MIN "Scanline Size Min." 0.5 0.25 1.5 0.05
#pragma parameter SCANLINE_SIZE_MAX "Scanline Size Max." 1.5 0.25 1.5 0.05
#pragma parameter SCANLINE_SHAPE "Scanline Shape" 2.5 1.0 100.0 0.1
#pragma parameter SCANLINE_OFFSET "Scanline Offset" 1.0 0.0 1.0 1.0
#pragma parameter GAMMA_INPUT "Gamma Input" 2.5 1.0 5.0 0.1
#pragma parameter GAMMA_OUTPUT "Gamma Output" 2.5 1.0 5.0 0.1
#pragma parameter BRIGHTNESS "Brightness" 1.5 0.0 2.0 0.05
#define Coord TEX0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define PRECISION mediump
#else
#define PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 Coord;
uniform mat4 MVPMatrix;
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
Coord = TexCoord;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PRECISION mediump
#else
#define PRECISION
#endif
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
uniform sampler2D Texture;
IN vec2 Coord;
#ifdef PARAMETER_UNIFORM
uniform PRECISION float SHARPNESS_IMAGE;
uniform PRECISION float SHARPNESS_EDGES;
uniform PRECISION float GLOW_WIDTH;
uniform PRECISION float GLOW_HEIGHT;
uniform PRECISION float GLOW_HALATION;
uniform PRECISION float GLOW_DIFFUSION;
uniform PRECISION float MASK_COLORS;
uniform PRECISION float MASK_STRENGTH;
uniform PRECISION float MASK_SIZE;
uniform PRECISION float SCANLINE_SIZE_MIN;
uniform PRECISION float SCANLINE_SIZE_MAX;
uniform PRECISION float SCANLINE_SHAPE;
uniform PRECISION float SCANLINE_OFFSET;
uniform PRECISION float GAMMA_INPUT;
uniform PRECISION float GAMMA_OUTPUT;
uniform PRECISION float BRIGHTNESS;
#else
#define SHARPNESS_IMAGE 1.0
#define SHARPNESS_EDGES 3.0
#define GLOW_WIDTH 0.5
#define GLOW_HEIGHT 0.5
#define GLOW_HALATION 0.35
#define GLOW_DIFFUSION 0.05
#define MASK_COLORS 2.0
#define MASK_STRENGTH 0.0
#define MASK_SIZE 1.0
#define SCANLINE_SIZE_MIN 0.5
#define SCANLINE_SIZE_MAX 1.5
#define SCANLINE_SHAPE 2.5
#define SCANLINE_OFFSET 1.0
#define GAMMA_INPUT 2.5
#define GAMMA_OUTPUT 2.5
#define BRIGHTNESS 1.5
#endif
#define FIX(c) max(abs(c), 1e-5)
#define PI 3.141592653589
#define saturate(c) clamp(c, 0.0, 1.0)
#define TEX2D(c) pow(tex2D(tex, c).rgb, vec3(GAMMA_INPUT))
mat3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
{
return mat3(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx));
}
vec3 blur(mat3 m, float dist, float rad)
{
vec3 x = vec3(dist - 1.0, dist, dist + 1.0) / rad;
vec3 w = exp2(x * x * -1.0);
return (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z);
}
vec3 filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size)
{
vec2 dx = vec2(1.0 / tex_size.x, 0.0);
vec2 dy = vec2(0.0, 1.0 / tex_size.y);
vec2 pix_co = co * tex_size;
vec2 tex_co = (floor(pix_co) + 0.5) / tex_size;
vec2 dist = (fract(pix_co) - 0.5) * -1.0;
mat3 line0 = get_color_matrix(tex, tex_co - dy, dx);
mat3 line1 = get_color_matrix(tex, tex_co, dx);
mat3 line2 = get_color_matrix(tex, tex_co + dy, dx);
mat3 column = mat3(blur(line0, dist.x, GLOW_WIDTH),
blur(line1, dist.x, GLOW_WIDTH),
blur(line2, dist.x, GLOW_WIDTH));
return blur(column, dist.y, GLOW_HEIGHT);
}
vec3 filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp)
{
vec2 dx = vec2(1.0 / tex_size.x, 0.0);
vec2 pix_co = co * tex_size - vec2(0.5, 0.0);
vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.0)) / tex_size;
vec2 dist = saturate(fract(pix_co) * sharp - (sharp - 1.0) * 0.5);
vec4 coef = PI * vec4(dist.x + 1.0, dist.x, dist.x - 1.0, dist.x - 2.0);
coef = FIX(coef);
coef = 2.0 * sin(coef) * sin(coef / 2.0) / (coef * coef);
coef /= dot(coef, vec4(1.0));
vec4 col1 = vec4(TEX2D(tex_co), 1.0);
vec4 col2 = vec4(TEX2D(tex_co + dx), 1.0);
return (mat4(col1, col1, col2, col2) * coef).rgb;
}
vec3 get_scanline_weight(float x, vec3 col)
{
vec3 beam = mix(vec3(SCANLINE_SIZE_MIN), vec3(SCANLINE_SIZE_MAX), pow(col, vec3(1.0 / SCANLINE_SHAPE)));
vec3 x_mul = 2.0 / beam;
vec3 x_offset = x_mul * 0.5;
return smoothstep(0.0, 1.0, 1.0 - abs(x * x_mul - x_offset)) * x_offset;
}
vec3 get_mask_weight(float x)
{
float i = mod(floor(x * OutputSize.x * TextureSize.x / (InputSize.x * MASK_SIZE)), MASK_COLORS);
if (i == 0.0) return mix(vec3(1.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), MASK_COLORS - 2.0);
else if (i == 1.0) return vec3(0.0, 1.0, 0.0);
else return vec3(0.0, 0.0, 1.0);
}
void main()
{
float scale = floor((OutputSize.y / InputSize.y) + 0.001);
float offset = 1.0 / scale * 0.5;
if (mod(scale, 2.0)) offset = 0.0;
vec2 co = (Coord * TextureSize - vec2(0.0, offset * SCANLINE_OFFSET)) / TextureSize;
vec3 col_glow = filter_gaussian(Texture, co, TextureSize);
vec3 col_soft = filter_lanczos(Texture, co, TextureSize, SHARPNESS_IMAGE);
vec3 col_sharp = filter_lanczos(Texture, co, TextureSize, SHARPNESS_EDGES);
vec3 col = sqrt(col_sharp * col_soft);
col *= get_scanline_weight(fract(co.y * TextureSize.y), col_soft);
col_glow = saturate(col_glow - col);
col += col_glow * col_glow * GLOW_HALATION;
col = mix(col, col * get_mask_weight(co.x) * MASK_COLORS, MASK_STRENGTH);
col += col_glow * GLOW_DIFFUSION;
col = pow(col * BRIGHTNESS, vec3(1.0 / GAMMA_OUTPUT));
FragColor = vec4(col, 1.0);
}
#endif
```