Analog Shader Pack version 3 is HERE!

Hey all

Sorry again, still haven’t gotten around to color/darkness correcting, however good news is I picked up a modded PS3 this week, loaded retroarch on it and am in heaven. However I am disappointed alot of .cg shaders don’t work on it! That being said this may be my next project is to whip up a decent pack with what I can work with on that system and isn’t too taxing on the GPU.

However in my discoveries working with the PS3, I may have found some shader substitutes for the “broken” blurs, I found some REALLY old blur files in my archives which I think are old mudlord variations and they incidentally worked on the PS3. That being said I swapped them into one of my settings real quick and got a visually similiar look on the PC, would anyone who hasn’t had any luck running this pack try this setting out to see if it works for you? If I get positive results I may convert everything over while I do the color correction so this may open up the pack to more people who are left out.

https://mega.nz/#!NF0nXC5a!XNF4q-sfr14O9bxu8oyP6A7WWmXZ4h0zqwwTXxLv390

LOL the only legendary CRT i’d be willing to move up my apartment stairs and find precious desk space for is the Sony FW900 :stuck_out_tongue:

Hi Solid ! This is just what I needed on OSX, since I was getting troubles loading the Cg shaders, and my attempt to port them over to GLSL failed, as some blurs, more specifically the blur12x12shared.cg failed to be ported by the Python script. I’m gonna give this this a test for sure ! thanks again !

[I][B]Hello!, There is an updated version of crt-pi or has not changed?

Thank you![/B][/I]

Hi Solid,

I’ve been trying the shader pack, and when loading the “Jittery semi-sharp” shader, I’ve got this issue

RetroArch [WARN] :: [CGP/GLSLP]: Parameter CRT_TV_BLUE_TINT is set in the preset, but no shader uses this parameter, ignoring. RetroArch [INFO] :: Loading Cg shader: “/Users/christian/Games/EMUS/test setting/Televisions/curved/Jittery semi-sharp/…\shaders_cg\Analog Shader Pack\COMPONENT\linearize.cg”. RetroArch [ERROR] :: CG error: The file could not be read. RetroArch [ERROR] :: Failed to load shaders … RetroArch [INFO] :: CG: Destroying programs. RetroArch [INFO] :: [Cg]: Vertex profile: vp40 RetroArch [INFO] :: [Cg]: Fragment profile: fp40 RetroArch [INFO] :: Loading stock Cg file. RetroArch [INFO] :: CG: Found semantic “POSITION” in prog #24. RetroArch [INFO] :: CG: Found semantic “COLOR” in prog #24. RetroArch [INFO] :: CG: Found semantic “TEXCOORD0” in prog #24. RetroArch [INFO] :: CG: Found semantic “POSITION” in prog #23. RetroArch [INFO] :: CG: Found semantic “COLOR” in prog #23. RetroArch [INFO] :: CG: Found semantic “TEXCOORD0” in prog #23. RetroArch [WARN] :: [GL]: Failed to set multipass shader. Falling back to stock.

I’m inclined to think that the CG toolkit on macOSX is not as good as in Windows, because that same linearize.cg shader is the one that fails when I tried to load any other shader in the pack’s current version.

[QUOTE=christ776;50214]

I’m inclined to think that the CG toolkit on macOSX is not as good as in Windows, because that same linearize.cg shader is the one that fails when I tried to load any other shader in the pack’s current version.[/QUOTE]

Ugh, potentially solve one problem, another one still lingers. Anyone on a PC with an ATI card willing to test?

Hi Solid, I was wondering, what might be causing the fail to load on OSX, being the following contents , do you have a suggestion to try and make it load?

#pragma parameter GAMMA_INPUT “Gamma Input” 2.4 0.1 5.0 0.01

#ifdef PARAMETER_UNIFORM uniform float GAMMA_INPUT; #else #define GAMMA_INPUT 2.4 #endif

void main_vertex ( float4 position : POSITION, out float4 oPosition : POSITION, uniform float4x4 modelViewProj,

float2 tex : TEXCOORD,
out float2 oTex : TEXCOORD

) { oPosition = mul(modelViewProj, position); oTex = tex; }

float4 main_fragment(uniform sampler2D tex : TEXUNIT0, float2 coords : TEXCOORD0) : COLOR { return pow(tex2D(tex, coords), GAMMA_INPUT); }

Adding to that, I’ve tried compiling using the command line cgc , and it seems everything is fine

christian@Christians-MacBook-Pro:~/Games/EMUS/Analog Shader Pack version 3/shaders_cg/Analog Shader Pack/COMPONENT$ cgc linearize.cg -entry main_vertex linearize.cg 26 lines, 0 errors. vs_1_1 // cgc version 3.1.0013, build date Apr 18 2012 // command line args: // source file: linearize.cg //vendor NVIDIA Corporation //version 3.1.0.13 //profile vs_1_1 //program main_vertex //semantic main_vertex.modelViewProj //var float4 position : $vin.POSITION0 : ATTR0 : 0 : 1 //var float4 oPosition : $vout.POSITION : HPOS : 1 : 1 //var float4x4 modelViewProj : : c[0], 4 : 2 : 1 //var float2 tex : $vin.TEXCOORD0 : ATTR7 : 3 : 1 //var float2 oTex : $vout.TEXCOORD0 : TEX0 : 4 : 1 mov oT0.xy, v7 dp4 oPos.w, v0, c3 dp4 oPos.z, v0, c2 dp4 oPos.y, v0, c1 dp4 oPos.x, v0, c0

Adding to my previous post, I’ve tried running the cgc command with the main_fragment , and here’s what I’ve got

cgc linearize.cg -entry main_fragment linearize.cg linearize.cg(25) : error C3004: function “float4 tex2D(sampler2D, float2);” not supported in this profile 26 lines, 1 errors.

Hey Solid, loving the new v3 shaders.

Been trying to find a good compromise in the arcade/horizontal folder, loving the 80’s bloom one but would love just a bit more sharper image. One thing I am seeing, and perhaps this is a bug, all the Horizontal shaders in the Arcade/Horizontal have vertical scanlines, even when enabling them in shaders where the scanlines are off. There are also vertical scanline settings in this horizontal folder. Any chance you could have a quick look for me ? See if these a just some bugs you missed, or perhaps I’m doing something/missing something wrong.

Cheers,

Hello. I have an AMD GPU and I’m on PC. I just tested all the shaders in the test_settings archive you put on a bit higher in this thread. Here is the result on Castlevania : Symphony of the Night :

Curved : Blurry TV : Does not load, Blur12x12shared.cg returns an error while compiling Boob Tube : Seems to be working. Completely destroys my HD 7950 in term of framerate. Classic Scanlines : Works. Flea Market : Same as Blurry TV, blur12x12shared returns an error while compiling Fuzzy TV : Works. Gritty and contrasty : Same as Flea Market and Blurry TV. Halation Soft : Same problem HQ Curved : Same HQ Semiflat : Works ! HQ Semiflat variants : Same problems as the other non-working shaders, except it’s blur10x10shared.cg Jittery Semi-sharp : Works. Sandpaper : blur12x12shared problems. Slotmask Sharp : blur10x10 problem Slotmask Soft : blur12x12 Soft and Grainy : blur10x10

Flat Screen : EDTV : Working HDTV : Working Pencil Sharp TV : Working Projection TV : Blur12x12shared error Sharp Flat Screen : Working Standard Flat Screen : Working Trinitron : Working Ultrasharp Flat Screen : Working Wega : Working

Vintage : Electric Blue : Working Old & Muddy : Working Technicolor : Working The Atari : Blur12x12shared problems The Zenith : Working. Ultra Saturated : Working Vintage LCD TV : Working Vintage Sharp : Blur10x10shared problems Vintage LE37 edition : Works.

If you need a guinea pig to test other things, don’t hesitate to ask.

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Being a huge fan of CRT-Royale Kurozumi Edition and using it in every NES, SNES, Genesis, Master System, Mame etc. system, I must say I tried the “Wega” TV RGB preset in the Analog Shader Pack and I love it !! I think it looks even better than CRT Royale kurozumi, colors are warmer, brighter, in other words : I adopted it ! Congrats for your work !

[QUOTE=HDG;50899]Hello. I have an AMD GPU and I’m on PC. I just tested all the shaders in the test_settings archive you put on a bit higher in this thread. Here is the result on Castlevania : Symphony of the Night :

Curved : Blurry TV : Does not load, Blur12x12shared.cg returns an error while compiling Boob Tube : Seems to be working. Completely destroys my HD 7950 in term of framerate. Classic Scanlines : Works. Flea Market : Same as Blurry TV, blur12x12shared returns an error while compiling Fuzzy TV : Works. Gritty and contrasty : Same as Flea Market and Blurry TV. Halation Soft : Same problem HQ Curved : Same HQ Semiflat : Works ! HQ Semiflat variants : Same problems as the other non-working shaders, except it’s blur10x10shared.cg Jittery Semi-sharp : Works. Sandpaper : blur12x12shared problems. Slotmask Sharp : blur10x10 problem Slotmask Soft : blur12x12 Soft and Grainy : blur10x10

Flat Screen : EDTV : Working HDTV : Working Pencil Sharp TV : Working Projection TV : Blur12x12shared error Sharp Flat Screen : Working Standard Flat Screen : Working Trinitron : Working Ultrasharp Flat Screen : Working Wega : Working

Vintage : Electric Blue : Working Old & Muddy : Working Technicolor : Working The Atari : Blur12x12shared problems The Zenith : Working. Ultra Saturated : Working Vintage LCD TV : Working Vintage Sharp : Blur10x10shared problems Vintage LE37 edition : Works.

If you need a guinea pig to test other things, don’t hesitate to ask.[/QUOTE]

All that’s kind of odd, because the test setting zip I got only contains the Jittery Semi-Sharp. I think you might’ve mixed up archives…

Or maybe not, because I tried the Jittery Semi-Sharp in the original pack and it broke at the blur shaders, as it always has for my AMD card. Very strange. In any case, Solid, I think your ancient blur shaders work on AMD cards, so a conversion to those shaders and some 240p Suite-driven color correction should work just fine for, say, a 3.5 release?

The next full version should probably wait for Vulkan/GLSL shader support to be mature, though. And sorry for the delay - medical circumstances make it hard for me to keep up at times.

[QUOTE=Queen Fiona;50908]All that’s kind of odd, because the test setting zip I got only contains the Jittery Semi-Sharp. I think you might’ve mixed up archives… [/QUOTE]

Stange, I used this one : https://mega.nz/#!NF0nXC5a!XNF4q-sfr14O9bxu8oyP6A7WWmXZ4h0zqwwTXxLv390 that is on the last page :slight_smile:

I too, just have “Jittery semi-sharp” in Televisions.

Yes, I just rechecked and it seems I had a brain fart, I probably had the official and the test version archives opened at the same time in 7-Zip, sorry.

hello !!! what are the minimum requirements of the video card to use these shaders?

thank you!

I also have an AMD card (R9 390x) and the jittery sharp thing worked beautifully. Would love to get this functionality with the rest of the beautiful shaders in the pack.

Is there any plan to porting these shaders to Vulkan ?

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I think pretty much all of the actual shaders have been ported (perhaps missing a few here and there) but solid made some changes to them that are not reflected in these ports. He would have to go in and reproduce all of those changes and the accompanying presets himself.

So, in the interest of science, and because I really shouldn’t wait around when I have a simple technical solution, I decided to use Notepad++ to recursively find and replace the shader presets in this pack based on the changes made in the test preset solid provided us. I’m supplying it here. The technical notes of my testing are below, but AMD end users (or curious Nvidia/Intel users) can just download that pack and find most of it working fine.

While some of them didn’t look right, usually being far too blurry than I expected, that could just be solid’s intentional artistic vision. Most of those were arcade monitors. The vast majority of shaders look just fine and seem to work perfectly. A proper review would be needed across the pack to determine if everything looks just right, but that’d be a task better left to the creator, or at least someone with more dedication and skill than I…it’d be something to go alongside the color variants, I imagine.

I didn’t test everything, but I tested a good chunk of them, focusing on each shader type overall rather than every specific variant. Virtually all of them loaded for me. Some of them still failed to load, and there were two reasons I could find for this in the log I made of my testing session.

First was just some files failing to load due to not existing at the given path. I had to place blur and blur-light into the 480P subfolder due to the way some of the shader paths were set up. I don’t know if this will look right (maybe the 480P folder’s versions are different?), but it should work; I haven’t tested it due to sleep deprivation, so if it blows your computer up or something horrible, please let us know!

The second is that there remained a scant few presets that used an AMD-incompatible shader. Specifically, blur10x10shared.cg threw up an error in HQ Semiflat variant, Slotmask Sharp, Soft & Grainy, and Vintage Sharp. I don’t know which shader solid would’ve wanted to replace it with, so these are still broken…though included for curiosity’s sake if someone wants to test the PS3 shaders solid used - there seem to be a couple more in the test preset solid uploaded. Specifically, ‘blur-lighter.cg’ and ‘blur-lightest.cg’ seem to be part of the same family.

I can’t guarantee any of this will look right, but I can guarantee that it will work, barring the four shaders still using an AMD-incompatible shader in the chain. Hopefully this will expose the pack to more users, and help spur development and testing of these presets!

(Oh, and as a note, both CGA monitor folders appear to have only the green monochrome, not the color one. That’s just a straight up error in all versions of the pack, so hopefully you can fix it quickly!)

Also: hunterk, if you peek in this thread again sometime…is there any chance that we can improve the shader feedback and interface? The only way to tell if a shader fails to load is through the console output, and sorting through all these presets manually is simply a pain. Maybe we could have some kind of recursive folder option, or maybe a ‘favorites’ and/or ‘playlist’ system for shaders? It’d make comparing them all much, much easier, and probably simplify workflow for anyone working on presets. Shaders are easily the best feature of RetroArch, but they’re also easily the most technically daunting to get working. Some quality of life improvements here would be great.

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It would be nice to see stdout in a console window to catch various warnings/errors (shaders included). It’s come up a lot lately, so maybe it’s time to look into something like that.

Try replacing blur10x10shared.cg with blur9x9fast.cg.