A new little shader i did (glsl)

Best is to simply disable scanlines at 480i either way you don’t see scanlines in reality at 480i and keep the flicker

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What’re we trying to gut from grade?

Try this with scanlines out at 480i, dumped the old scanlines code and using the latest from Guest.r-Dr.Venom, so you need to adjust values again on your preset. Contrast now is off at 0.0 so it can use Vignette at 1.0. Adjusted masks a bit, some of them had some horrible clipping (namely 0 and 3)

https://mega.nz/file/u3wCGJqI#7cgJvJTlkAuApH4ToN3K_ezHkyKrgtTLBF062NXU1Mo

Already guttted vignette heh

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Hang on, are taking stuff from grade to put elsewhere or are we just cutting things from grade?

Taken Vignette from Grade and merged here, Android doesn’t load Grade.

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You did it, it’s fixed and the interlacing looks the way it should now:

I’m not sure what else I’d like to see gutted from grade except maybe the phosphor and display color space parameters. One request I do have is if you can gut the afterglow parameters from guest’s grade shader which he recently started including in his shader updates. It’s in the guest/advanced/grade folder labeled “pre-shaders-afterglow-grade”

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So you’ve basically fixed moire in GDV-Mini? If so, I can’t wait to see this implemented in CRT-Guest-Advanced since this is currently my biggest stumbling block in getting my shader presets to look right without integer scale and on hires cores as well as when using curvature or downscaled to fit overlays and backgrounds.

@guest.r

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:wink:

Here you go, it’s already implemented. Or maybe fake scanlines can be used. :grinning:

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In my case, I’m more trying to battle moire in scenarios other than 480i or 480p. I don’t have a problem with my regular presets and platforms I use, even the 480i/480p ones. Some users who like to mix and match my presets with other bezels, graphics and overlays and use curvature seem to run into this all the time and have figured out their own workarounds. I’m merely looking for the solution that deviates the least from the original vision for the particular preset.

This is basically my first foray into integrating my presets with other bezels and experiencing first hand what users have been experiencing.

Basically I did that bashing an old guest.r version, adding masks from current version, so it can run full speed on weak GPUs but if you want I can simply switch off scanlines at InputSize.y > 400

I can fix it :stuck_out_tongue_winking_eye:

PS thing is 480i like Dreamcast doesn’t have scanlines, 480p like VGA in example has that tiny scanlines. So by disabling it you switch off scanlines at 480p too and that maybe is not wanted at all scenarios. In other words a cheap fix.

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Basically I don’t like afterglow, except maybe in minimal values. I feel it adds motion blur or something to a device that already has tons of that lol. Besides that I believe it should need an extra pass to work (?)

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But what about moire with 240p content though? Does it fix that? I don’t really play 480i/p stuff currently.

Is this version on Guest.r-mini any better than before? Moire pattern exists even on full Guest.r-Dr.venom glsl that i tested, albeit it’s minor.

https://mega.nz/file/H7hBmKSL#KC830lzx4EP0OTsBLoY3YvVjllkyqTckXQwNap5bON8

This is how guest.r-mini is on my PC with this

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@DariusG nice work you’re doing here. OTOH i wouldn’t bother if some settings produce moire with curvature, because it’s almost unavoidable with the combination of curvature, pronounced scanlines on brighter colors and a some sort of pronounced mask.

Maybe an extra blur pass with a mask smearing side effect could help a bit, but it’s far easier to just lower mask strength in the first place.

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Separated vignette from contrast, and added to guest.r-mini too (too small cost to miss it). Maybe i should make a PR in both

https://mega.nz/file/yvRw0BgS#It75soysoN79Em6MnjVHuL_5wWUWI6OQroET0j2aqB0

Guest.r-mini https://mega.nz/file/irByCDgK#s_1EfpB7Y5o-_ZPH6g5FU0MDjxdT3cexwjA-52qD90E

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@Cyber I’ve been testing out the new “crt-consumer” shader this whole time. @DariusG It’s ok about the afterglow if you don’t want to include it, I’m just throwing things into the pot to see what can or can’t be mixed in lol but I think that afterglow pass had now all been integrated into @guest.r version of grade.

@DariusG I got another one, can the horizontal and subtractive sharpness parameters from guest shader be added in? Other than maybe a bloom parameter I’m pretty much satisfied how this shader came out so far

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Merged the excellent slot mask from Guest.r-Dr.Venom. In the end if you use (slot height 1) mask 0 with width 2 it ends up same with mask 4, mask 2 with witdth 3 same with mask 1. But nice to have anyway. Or i could just remove mask 4 and 1 if slotmask is included (but some users then probably wouldn’t know how to do it with slot mask).

https://mega.nz/file/mjQzAKaY#ylxRIfTteMgNwYKa8aNWf4wpWNmumFhdhlyUM0_q9cU

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Added a “switch off shader” switch to above link to quickly check what you done to the initial image (clipping, lost details etc)

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Eh heh? Which one is that you’re talking about?

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An inspection of LCD sub-pixel structure. Lottes 2 is not included, instead 2 is in it’s place. 8 is just experimental (in acton in Zelda with slot mask too)

Lottes 2 mod

Lottes 2

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