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Restored abs() around scanline sin() to increase scanline furrow sharpness and decrease scanline furrow width, no whatsnew
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@ -155,7 +155,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// -- Scanline Simulation --
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float InnerSine = BaseCoord.y * RawHeight * ScanlineScale + 0.5f;
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float3 ScanBrightness = lerp(1.0f, sin(InnerSine * PI * 2.0f + ScanlineOffset * RawHeight) * ScanlineBrightScale + 1.0f, ScanlineAmount);
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float3 ScanBrightness = lerp(1.0f, abs(sin(InnerSine * PI + ScanlineOffset * RawHeight)) * ScanlineBrightScale + 1.0f, ScanlineAmount);
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float3 Scanned = BaseTexel.rgb * ScanBrightness;
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float2 ShadowDims = float2(ShadowWidth, ShadowHeight);
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