I try to combine crt-royale and bigblur shaders but the result is definitely broken. Is there any way to eaisly fix this? I use bsnes-hd and vulkan.
You’re very close! Have you tried setting the last CRT pass to ‘viewport’ scaling at 1x scale?
Retroarch did it by default when I combined shaders.
shader11 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang" filter_linear11 = "true" wrap_mode11 = "clamp_to_border" mipmap_input11 = "true" alias11 = "" float_framebuffer11 = "false" srgb_framebuffer11 = "false" scale_type_x11 = "viewport" scale_x11 = "1.000000" scale_type_y11 = "viewport" scale_y11 = "1.000000"
This is likely a result of taking what Royale output as its final image --including the mask pattern-- at viewport resolution, then bigblur is squishing this to achieve the final 4:3 aspect.
My guess is that when the mask pattern is squished it creates the color pattern artifacts you are seeing
I have fixed it partially. The screen is still a little wider but bigblur resizes it even without royale.
Changes I have made:
alias11 = ""
-> alias11 = "Reference"
alias12 = "Reference"
-> alias12 = ""
mipmap_input12 = "false"
-> mipmap_input12 = "true"
in bsnes-hd settings
Crop Overscan 12 pixels
-> 8 pixels
I don’t even know how but it works.