UPDATE 3
Moved to https://github.com/aybe/RetroArch-shaders !
UPDATE 2 http://1drv.ms/1qHspnY
(unzip in your ‘shaders’ folder)
Two presets now :
- cmyk.cgp -> standard conversion to CMYK (blacks are not entirely black)
- cmykPureBlackWhite.cgp -> blacks and whites are untouched, some might prefer this
README included in the archive, make sure to read it for more details.
In order : original, cmyk.cgp, cmykPureBlackWhite.cgp



UPDATE 1
Final version 
No more issues, no tricks used, no more weird fade outs, works flawlessly (there was an issue in the LUT being generated).
Installation : unzip as-is in your ‘shaders’ folder
NOTE : if you happen to see gray instead of white, you need to choose another shader preset and choose the preset again (switching shader with N/M keys won’t be enough). Currently I don’t know why this happens sometimes …
Original colors: [attachment=1:2z7jjn6q]RetroArch-0927-214722.png[/attachment:2z7jjn6q]
CMYK colors: [attachment=0:2z7jjn6q]RetroArch-0927-214739.png[/attachment:2z7jjn6q]
Hi,
This is something I was thinking about for quite some time and finally tested the idea thanks to Retroarch 
In order :
- original RGB (GTU shader more exactly)
- transformed to CMYK space


The effect looks really great on some games, but there’s a drawback which I haven’t been able to address yet : white colors.
You can clearly see the problem during fade outs, well that’s normal since CMYK color space cannot represent all RGB colors but I thought there might be a way to overcome this if we use the same logic as paper (subtractive), against a screen logic (additive); my attempt didn’t work for today, I’ll take another look later.
I’m posting it here if someone has an idea / wants to improve the concept.
NOTE : this is not an RGB to CMYK conversion using the formulas on the web, these simply translate between these spaces, i.e. going RGB -> CMYK -> RGB does absolutely no change using them (actually they are in the shader but they are not used). Instead I used a color profile and rendered 16.7M colors and converted to CMYK space, result is like it is in a sheet of paper.
download : http://1drv.ms/1rwvgpr (it is 12MB because there’s a 4096*4096 texture)
Waiting for your comments 

It had the same results for me in SNES.
For now I’ve had really mixed results with NES games, some are good and some are really wrong. And the scaling/shader related stuff is still a little vague to me, apparently with different settings, the texcoords seems to be higher than 0 to 1 … I’ll understand it with time.
Really captures the look of promo screenshots from video game magazines!



