Lightweight LUT-Based Scanline Glow Concept + Prototype GLSL
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torridgristle over at the Libretro forums have created a Lightweight LUT-Based Scanline Glow Concept + Prototype GLSL shader.
Quote
*The core concept is using a small texture made of several 1px-wide scanline textures meant to repeat and fill the screen, but from one side to the other in the texture the different scanline textures bloom outward. Then a quick luminosity function determines how bright the screen is at a given position and that value is used as the x coordinate, or y coordinate if vertical scanlines, of a 1px slice of the texture.
This results in scanlines that appear to glow / bloom outward when they’re bright, and remain as thin as you design them to be when it isn’t bright, resulting in a smoother image that preserves bright areas and makes the effect appear less static, while only using simple multiplication, addition, and a small texture lookup.*
GritsScanlines
Native Scanlines
GritsScanlines
Native Scanlines
GritsScanlines
Native Scanlines
GritsScanlines
Native Scanlines
Edit: added more picture comparison.
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very cool! the libretro forum's images show the difference more clearly. it would be cool to benchmark this, crt-pi, and the zfast crt shader.
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