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@seer-project/retro-display

Post-display simulation — CRT shadow mask, aperture grille, slot mask, LCD subpixel — for any canvas or image source. Not mesh- or sprite-specific: a CRT-simulated PSX battle model is exactly as period-accurate as a CRT-simulated sprite, so this is scoped the same way as @seer-project/canvas-export — one package, any canvas-based viewer.

Pre-1.0 — expect breaking changes. Seer is at 0.x, and under semver that means no compatibility promise: a minor bump may rename exports or change signatures. Pin an exact version if you need reproducible builds. Details: https://seer.shaid.net/start-here/project-status/.

Phases 5-6 of 2d-export-proposal.md. All five DisplayProfile values have a real shader implementation, including curvature/glow/chromatic-aberration.

Terminal window
npm install @seer-project/retro-display

Zero runtime dependencies.

import { createRetroDisplayRenderer } from '@seer-project/retro-display';
const retro = createRetroDisplayRenderer({ profile: 'crt-shadow-mask' });
retro.render(mySourceCanvas); // draws mySourceCanvas through the shader into retro.canvas
document.body.appendChild(retro.canvas);
retro.setOptions({ profile: 'crt-shadow-mask', scanlineIntensity: 0.5 });
// ...
retro.dispose(); // frees the GL context and its resources

retro.canvas is a persistent output canvas owned by the renderer for its whole lifetime — mount it once and call render() again on every redraw; don’t wipe/replace it, the same persistent-canvas constraint Phase 2 of 2d-export-proposal.md established for the 2D draw path itself. It’s also what a CaptureSource.canvas getter should point at when a profile is active, so a screenshot/recording captures the shaded output rather than the unshaded source.

DISPLAY_PROFILE_PRESETS / resolveRetroDisplayOptions

Section titled “DISPLAY_PROFILE_PRESETS / resolveRetroDisplayOptions”
import { DISPLAY_PROFILE_PRESETS, resolveRetroDisplayOptions } from '@seer-project/retro-display';
DISPLAY_PROFILE_PRESETS['crt-shadow-mask'];
// -> { scanlineIntensity: 0.3, maskIntensity: 0.25, vignette: 0.15, glow: 0.2, brightness: 1.1 }
resolveRetroDisplayOptions({ profile: 'crt-shadow-mask', scanlineIntensity: 0.9 });
// -> preset values for every field EXCEPT scanlineIntensity, which the explicit option overrides

Each profile’s preset gives the profile selector alone a complete, good-looking result; the individual RetroDisplayOptions fields are for fine-tuning afterwards, not required inputs. Precedence: an explicit option

that profile’s preset > the package-wide bare default.

Terminal window
npm test
npm run lint

DISPLAY_PROFILE_PRESETS/resolveRetroDisplayOptions are pure and tested directly. The shader itself needs a real WebGL2 context and is verified only in the browser (per-project Playwright: switch profiles, assert the canvas image changes and differs from 'none', export a screenshot under an active profile and confirm the exported image reflects the shader) — see 2d-export-proposal.md’s Testing section.

Seer exists to reverse-engineer other people’s work, and that is only possible because the preservation and romhacking communities published what they found instead of keeping it. The licence is chosen so that keeps happening: build on Seer and your work stays open too, so the next person gets the same head start.

  • AGPL-3.0-or-later — free for personal, educational and open-source use. Note that the AGPL extends copyleft to network use: run a public web app or hosted service on this and you must publish your application’s source under the AGPL.
  • Commercial licence — waives that requirement so a proprietary or closed-source product can keep its codebase private. Flat-fee and subscription terms are available, and custom terms are negotiable.

If the copyleft doesn’t fit what you’re building, we would much rather have the conversation than have you walk away — email dr.shaid@gmail.com with the subject [Commercial License Request - Project Name].

Full details: https://seer.shaid.net/start-here/licensing/.