CMYK shader

That’s fine. At least you are trying. It looks like you are close to finishing the HSL texture, just the white is gray for now. Also for the log from Retroarch, it said unable to find texture when it tries to load .jpg. I had to save it as .png from photoshop without compression because it takes a long time to compress and it may not load very well. I’m running with gts 450 1gb and it loads the texture pretty well.

Edit: Do you have a pure PNG version of BgrLut or a CMYK Lut without converting from .jpg? With .jpg, it messes with the palettes a little bit due to loosy compression, and looking things at gray scale gives weird bands of light pink and light blue. The colors also looked out of color when I used BgrLut to Retroarch, seeing objects have a slightly different hue. Also, I think 512mb is okay to use for Lut texture, but only works on VBA-M when I tested it on my laptop. It might be my laptop, and I don’t know if anyone else has that problem with a 512mb GPU, or from a laptop. The workaround was to have the image adjustment first and have luminance to 0.99 to avoid invisible whites. I was testing for my GBA color shader that I’m working on.

Hi,

I’ve added PNG LUTs to the repository.

Sorry for the late answering but I never receive notifications by email, do you know why ?

The forum doesn’t do that for some reason. I will take a look for the PNG files soon.

Edit: I used the .PNG and the color banding is fixed. I get a solid gray scale, and better quality.

Ah yes, great.

Have you made any progress on your shader ? would like to try it :smiley:

I was doing my GBA shader and improve the color correction from photo shop to replicate the GBA color mode from VBA-M. I did the same for the NDS shader based on the system, and I plan to add the second version for the lut texture later this week. I could only do it by texture since I don’t know how to do codes that the people for VBA-M had implemented, and that’s why I decide to do the texture.

I found out that the VBA-M core slightly darken the white and the VBA next just leaves the white as 255, and it caused color problems with pure white on either opengl or d3d when testing my laptop. Because of how the VBA-M is a little darker, it was fine. Besides that, the lut texture is fine seeing color correction.

This shader doesn’t load on HD6xxx for me in GL, it does in Direct3D and all the colors are funky (tested Kirby Superstar in bsnes core). Latest shader.

I do really like the attempt to approach the paper colors look though, shocked no one’s done that earlier ever. Then again no one thought of making a 3dfx shader till I did :stuck_out_tongue:

Eventually i’ll want to try 3d games with this, inspired by this cover

To fix the error, edit the .cgp file and change cmykLUT.jpg to cmykLUT.png because it has issues loading JPEG files.

Well, while working directly with an emu is quite rewarding, it’s a lot of work … being able to accomplish things through shaders is a great thing IMO.

Not sure why, actually sometimes you can get wrong colors and loading another preset then the reloading the CMYK preset fixes it. As a side-effect I’m not able to try many of the preset as the GUI complains of shader features unavailable for the current CG profile =(

I’d gladly take a look at the D3D issues if you can explain how to get it working, for me it crashes as soon as I launch the GUI. (RetroArch-v1.0.0.2-64-bit)

It seems that the latest commits fixes this but I couldn’t get the source to compile …

I’m using 1.0.0.2-2014-10-10.

Also really bright colors get malformed into black. See: off vs on

Kirby Superstar also shows a difference between GL and D3D drivers with this shader

Try to place the cmykLUT.cg as a second shader and have image adjust.cg from misc as the first shader, and save it as a .cgp file and edit the .cgp file and make sure both gamma modes match the numbers and make luminance go down to 0.99 or 0.98. Reload the .cgp file and it should be fixed. It happens to some graphic cards or internal ones, that when red, green, or blue Channel’s goes all the way to 255, it goes back to 0, showing graphical glitches. It’s best to have the maximum to 254, somewhat like how VBA-M displays the screen. D3d is always worse, and takes a longer load time for the shader with LUT texture loaded to Retroarch.

Pokefan531 is right, I would add that actually you can have perceptually different results depending on which pass the shader happens. I’ve found this by trying to use a scanline shader with it, as there is a lot of black generated the result was ‘annoying’ rather than acceptable so the order is vital to get a good result.

Regarding your B/W issue, it should not happen, I don’t know why you’re getting this.

What you can try is to get the cmykPureBlack shader instead, that I’ve put in update 2 on top of this post; there is

const float bwTolerance = 0.0;

than you can eventually try to change. What this shader does it is whenever a pixel color is pure B/W it will not use the CMYK LUT but just return the pixel as-is.

However you shouldn’t get such issues with the ‘classic’ cmyk.cg, you would get a slightly washed out black and a CMYK color space of course but that’s it.

I’ll take a look whenever I can make that D3D device work ! :smiley:

The glitch also affects pure red, green, and blue channels at 255, meaning the maximum red will also turn black. The glitch on certain GPU has to do with memory inefficiency. The only best vram for this shader is from 1gb, as tested on my GPU.

Edit: I just updated my shader, come check it if you like. :slight_smile:

Hi!

Sorry for the delay,

Just checked your shaders, they look great =D

If you want to add them to the GitHub repository I’ve setup, you’re welcome !