Simple Vertical Scanline Shader?

Hello! So I’ve recently been toying around trying to adjust my shader setup and just can’t find what I’m looking for and wanted to know if something like this exists. I currently use interlacing.cg with my CRT monitor and while it looks really great I wish to try to combine it with some sort of vertical scan line shader if possible in order to achieve an affect similar to what I witnessed somebody on another forum do through physical hardware using an OSSC coupled with a VGA Scanline generator using a similar monitor

Does a simple scanline shader with no simulated CRT effects that can be set manually to be vertical every time exist currently?

1 Like

What are you trying to do, exactly? Make a grid pattern? If so, this shader will do it (modified misc/scanline-fract.glsl):

// Super-basic scanline shader
// (looks bad at non-integer scales)
// by hunterk
// license: public domain

// Parameter lines go here:
#pragma parameter THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0
#pragma parameter DARKNESS "Scanline Darkness" 0.50 0.0 1.0 0.05
#pragma parameter BRIGHTBOOST "Scanline Boost Bright" 1.1 1.0 1.2 0.1

#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

vec4 _oPosition1; 
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    TEX0.xy = TexCoord.xy * 1.0004;
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float THICKNESS;
uniform COMPAT_PRECISION float DARKNESS;
uniform COMPAT_PRECISION float BRIGHTBOOST;
#else
#define THICKNESS 1.0
#define DARKNESS 0.5
#define BRIGHTBOOST 1.1
#endif

vec3 RGBtoYIQ(vec3 RGB){
	const mat3 yiqmat = mat3(
		0.2989, 0.5870, 0.1140,
		0.5959, -0.2744, -0.3216,
		0.2115, -0.5229, 0.3114);
	return RGB * yiqmat;
}

vec3 YIQtoRGB(vec3 YIQ){
	const mat3 rgbmat = mat3(
		1.0, 0.956, 0.6210,
		1.0, -0.2720, -0.6474,
		1.0, -1.1060, 1.7046);
	return YIQ * rgbmat;
}

void main()
{
	float lines_x = fract(vTexCoord.x * SourceSize.x);
	float lines_y = fract(vTexCoord.y * SourceSize.y);
	float scale_factor_x = floor((OutputSize.x / InputSize.x) + 0.4999);
	float scale_factor_y = floor((OutputSize.y / InputSize.y) + 0.4999);
	vec4 screen = COMPAT_TEXTURE(Source, vTexCoord);
	screen.rgb = RGBtoYIQ(screen.rgb);
	screen.r *= BRIGHTBOOST;
	screen.rgb = YIQtoRGB(screen.rgb);

	FragColor = (lines_x > (1.0 / scale_factor_x * THICKNESS)) ? screen : screen * vec4(1.0 - DARKNESS);
	FragColor = (lines_y > (1.0 / scale_factor_y * THICKNESS)) ? FragColor : FragColor * vec4(1.0 - DARKNESS);
} 
#endif

Just be sure to use integer scaling and 1:1 PAR, or else it looks bad.

2 Likes

Thanks that definitely seems like what I’m looking for. I have interger scale on but with 1:1 PAR I get black bars as I’m using a superwide resolution and when I use custom aspect with interger scaled y and x dimensions it seems I still get some sort of artifacting as I can see a single vertical line through the picture