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+// Horizontal film scratch lines utility
+// Returns scratch intensity [0,1] to additively overlay on a color buffer.
+//
+// Parameters:
+// uv - normalized texture coordinates [0,1]
+// resolution - screen size in pixels (used for sub-pixel thickness)
+// time - physical time in seconds
+//
+// Simulates aged/damaged film: ~8 random horizontal lines per frame,
+// each with independent position, thickness, brightness and on/off state.
+// Time is quantized to 24 buckets/sec so scratches flicker like film frames.
+#include "math/noise"
+
+fn scratch_lines(uv: vec2f, resolution: vec2f, time: f32) -> f32 {
+ // Quantize to ~24fps to simulate film frame rate
+ let t = floor(time * 24.0);
+
+ var intensity = 0.0;
+ for (var i = 0; i < 8; i++) {
+ let seed = f32(i) * 17.3 + t;
+ // ~25% chance this scratch is visible this frame
+ let visible = step(0.75, hash_1f(seed + 3.1));
+ // Random vertical position [0, 1]
+ let y = hash_1f(seed + 7.9);
+ // Thickness in pixels [1, 4]
+ let thickness = hash_1f(seed + 13.5) * 3.0 + 1.0;
+ // Brightness [0.5, 1.0]
+ let brightness = hash_1f(seed + 21.7) * 0.5 + 0.5;
+ // Soft linear falloff from line center
+ let dy = abs(uv.y - y) * resolution.y;
+ let line = clamp(1.0 - dy / thickness, 0.0, 1.0);
+ intensity += line * brightness * visible;
+ }
+ return clamp(intensity, 0.0, 1.0);
+}