Crt-guest-dr-venom with GTU

SUPER LATE EDIT: This is the shader chain (preset) for crt-guest-dr-venom+GTU (glsl version…)

shaders = 11

shader0 = ../crt/shaders/gtu-v050/pass1.glsl
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true

shader1 = ../crt/shaders/gtu-v050/pass2.glsl
scale_type_x1 = source
scale_x1 = 2.0
scale_type_y1 = source
scale_y1 = 1.0
filter_linear1 = false
float_framebuffer1 = true

shader2 = ../crt/shaders/guest/lut/lut.glsl
filter_linear2 = false
scale_type2 = source
scale2 = 1.0

textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = ../crt/shaders/guest/lut/sony_trinitron1.png
SamplerLUT1_linear = true 
SamplerLUT2 = ../crt/shaders/guest/lut/sony_trinitron2.png
SamplerLUT2_linear = true 
SamplerLUT3 = ../crt/shaders/guest/lut/other1.png
SamplerLUT3_linear = true 

shader3 = ../crt/shaders/guest/d65-d50.glsl
filter_linear3 = false
scale_type3 = source
scale3 = 1.0

shader4 = ../crt/shaders/guest/afterglow.glsl
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

shader5 = ../crt/shaders/guest/avg-lum0.glsl
filter_linear5 = false
scale_type5 = source
scale5 = 1.0

shader6 = ../crt/shaders/guest/avg-lum.glsl
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
mipmap_input6 = true

shader7 = ../crt/shaders/guest/linearize.glsl
filter_linear7 = false
scale_type7 = source
scale7 = 1.0
float_framebuffer7 = true

shader8 = ../crt/shaders/guest/blur_horiz.glsl
filter_linear8 = false
scale_type8 = source
scale8 = 1.0
float_framebuffer8 = true

shader9 = ../crt/shaders/guest/blur_vert.glsl
filter_linear9 = false
scale_type9 = source
scale9 = 1.0
float_framebuffer9 = true

shader10 = ../crt/shaders/guest/crt-guest-dr-venom.glsl
filter_linear10 = true
scale_type10 = viewport
scale_x10 = 1.0
scale_y10 = 1.0

Will update again, as I just realized that my crt-guest-dr-venom is out of date, lol. Well the important part is the first two passes (really the scale setup on pass2 is the important thing the scale_x1 needs to be set to = 2.0 for GTU to work accurately… scale_y1 needs to be set to =1.0). To change this to a slang preset, you should only need to change all the glsl parts to slang in the preset.

ORIGINAL POST:

I’ve been trying to use crt-guest-dr-venom with GTU pass1 and pass2 before everything else.

It seems to work fine for the most part but, it seems to mess with the bloom (I’m getting only upward and downward bloom, left and right have no bloom (halo?)).

Any help? Will post screens if needed.

Is the issue that I’m not using all three passes?

If I get on my PC I’ll post some screens, I’d really like to get this working properly.

Hi,

You can try these combinations made by shenglong that worked for me

https://forums.libretro.com/t/please-show-off-what-crt-shaders-can-do/19193/914

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I appreciate that, but that won’t work for what I’m wanting.

The main issue to be honest is that I’m wanting to keep the rest of the shader working, which this chain doesn’t as it replaces multiple passes with stock passes.

I’ve fixed my original issue but now I have a new one, it almost seems like it’s ghosting the image everything looks fine until you lower the Signal Resolution Y parameter, when you do the image blurs but it doesn’t look right (compared to running GTU with crt-apeture; I’m using Super Mario World’s power-up hud as reference for this).

Both of these links work.

Here’s an screenshot of crt-apeture ran after the first two passes of gtu;

Here’s a screenshot of crt-guest-dr-venom ran after the first two passes of gtu;

Look at the Power-up Hud and Mario’s Life Counter.

Do I need to run GTU after the lum and afterglow shaders or before(before is what I’m currently doing.)?

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I’d say they should be the first passes, as at least the GLSL version is very sensitive to injected shaders in between.

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@guest.r Do you have any suggestions on what to do with my issue (screenshots)? Because I’m currently running GTU at 1x scale at the start of my shader chain.

Mario’s name in the life hud and the blue border on the power-up hud show my issue well.

Here’s an screenshot of crt-apeture ran after gtu;

Here’s a screenshot of crt-guest-dr-venom ran after gtu;

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Maybe it’s an scaling issue with the GTU passes. You should set the scale_x factor of the second pass to something larger.

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Yeahhh could you help me out with a shader preset for this I’m having no luck, I’ve actually only accomplished to make it worse, lol.

EDIT: NVM I was doing stuff wrong.

Okkkkk I fixed the color banding (the issue was the x scale needing to be brought up 1), but now I’m back to having issues with the left and right glow halos, again.

I found a way around the bloom halo issue, I just have to set bloom horizontal grade to 0 and set horizontal bloom width to like 6-8. I’d rather not do it this way.

Look around the text.

This is what its doing, default settings; Signal Resolution Y 160. -https://pasteboard.co/ILKSpBp.png

It should be more like this, guest-venom default no GTU or composite passes. -https://pasteboard.co/ILKSJrS.png

For reference my preset is a modified version of crt-guest-dr-venom composite, replaced the composite passes for pass1 and pass2 of GTU. Copy and pasted the GTU stuff into guest composite, changed scale_x1= 1.0 to 2.0 (this fixed the color banding. Now I have the horizontal bloom issue, again (the issue being it doesn’t exist, lol).

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Send me your shader chain and preset. I’ll see what I can do in my spare time.

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Hopefully you work this out! I’ve been really trying to get this working.

This goes in the preset folder, not sure if you’ll be able to to use it as my retroarch is out of date, so guests shader is a version before he added the linearize-scanlines pass.

The only change I made to this chain preset it in the second GTU pass I changed the x scale to 2 from 1(the scale_type for x also may have been viewport, originally… It’s been a bit).

This is how I got rid of the color banding(increasing the x scale to 2, on GTU pass2) and make it look more like it’s supposed to, but this then breaks the glow (bloom halos?) left and right fields.

This is what its doing, default settings; Signal Resolution Y 160. -https://pasteboard.co/ILKSpBp.png

It should be more like this, guest-venom default no GTU or composite passes. -https://pasteboard.co/ILKSJrS.png

The only change to settings to get that image is to set Signal Res Y to 160-ish, raise glow strength for problem to be more noticable (text on dark backgrounds are good places to look).

1080p with integer scaling on.

shaders = 11

shader0 = ../crt/shaders/gtu-v050/pass1.glsl
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true

shader1 = ../crt/shaders/gtu-v050/pass2.glsl
scale_type_x1 = source
scale_x1 = 2.0
scale_type_y1 = source
scale_y1 = 1.0
filter_linear1 = false
float_framebuffer1 = true

shader2 = ../crt/shaders/guest/lut/lut.glsl
filter_linear2 = false
scale_type2 = source
scale2 = 1.0

textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = ../crt/shaders/guest/lut/sony_trinitron1.png
SamplerLUT1_linear = true 
SamplerLUT2 = ../crt/shaders/guest/lut/sony_trinitron2.png
SamplerLUT2_linear = true 
SamplerLUT3 = ../crt/shaders/guest/lut/other1.png
SamplerLUT3_linear = true 

shader3 = ../crt/shaders/guest/d65-d50.glsl
filter_linear3 = false
scale_type3 = source
scale3 = 1.0

shader4 = ../crt/shaders/guest/afterglow.glsl
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

shader5 = ../crt/shaders/guest/avg-lum0.glsl
filter_linear5 = false
scale_type5 = source
scale5 = 1.0

shader6 = ../crt/shaders/guest/avg-lum.glsl
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
mipmap_input6 = true

shader7 = ../crt/shaders/guest/linearize.glsl
filter_linear7 = false
scale_type7 = source
scale7 = 1.0
float_framebuffer7 = true

shader8 = ../crt/shaders/guest/blur_horiz.glsl
filter_linear8 = false
scale_type8 = source
scale8 = 1.0
float_framebuffer8 = true

shader9 = ../crt/shaders/guest/blur_vert.glsl
filter_linear9 = false
scale_type9 = source
scale9 = 1.0
float_framebuffer9 = true

shader10 = ../crt/shaders/guest/crt-guest-dr-venom.glsl
filter_linear10 = true
scale_type10 = viewport
scale_x10 = 1.0
scale_y10 = 1.0
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My guest shader is an old version too,latest one doesn’t work with my gpu.

Tell me if this preset works on your side ( i’m gonna tweak it later for better nostalgic look if someone is interested)

1.https://pasteboard.co/ILS6Dh4.png

2.https://pasteboard.co/ILS6Omm.png

> shaders = "11"
> shader0 = "shaders_glsl/crt/shaders/gtu-v050/pass1.glsl"
> wrap_mode0 = "clamp_to_border"
> mipmap_input0 = "false"
> alias0 = ""
> float_framebuffer0 = "true"
> srgb_framebuffer0 = "false"
> shader1 = "shaders_glsl/crt/shaders/gtu-v050/pass2.glsl"
> wrap_mode1 = "clamp_to_border"
> mipmap_input1 = "false"
> alias1 = ""
> float_framebuffer1 = "true"
> srgb_framebuffer1 = "false"
> shader2 = "shaders_glsl/crt/shaders/guest/lut/lut.glsl"
> wrap_mode2 = "clamp_to_border"
> mipmap_input2 = "false"
> alias2 = ""
> float_framebuffer2 = "false"
> srgb_framebuffer2 = "false"
> shader3 = "shaders_glsl/crt/shaders/guest/d65-d50.glsl"
> wrap_mode3 = "clamp_to_border"
> mipmap_input3 = "false"
> alias3 = ""
> float_framebuffer3 = "false"
> srgb_framebuffer3 = "false"
> shader4 = "shaders_glsl/crt/shaders/guest/afterglow.glsl"
> wrap_mode4 = "clamp_to_border"
> mipmap_input4 = "false"
> alias4 = ""
> float_framebuffer4 = "false"
> srgb_framebuffer4 = "false"
> shader5 = "shaders_glsl/crt/shaders/guest/avg-lum0.glsl"
> wrap_mode5 = "clamp_to_border"
> mipmap_input5 = "false"
> alias5 = ""
> float_framebuffer5 = "false"
> srgb_framebuffer5 = "false"
> shader6 = "shaders_glsl/crt/shaders/guest/avg-lum.glsl"
> wrap_mode6 = "clamp_to_border"
> mipmap_input6 = "true"
> alias6 = ""
> float_framebuffer6 = "false"
> srgb_framebuffer6 = "false"
> shader7 = "shaders_glsl/crt/shaders/guest/linearize.glsl"
> wrap_mode7 = "clamp_to_border"
> mipmap_input7 = "false"
> alias7 = ""
> float_framebuffer7 = "true"
> srgb_framebuffer7 = "false"
> shader8 = "shaders_glsl/crt/shaders/guest/blur_horiz.glsl"
> wrap_mode8 = "clamp_to_border"
> mipmap_input8 = "false"
> alias8 = ""
> float_framebuffer8 = "true"
> srgb_framebuffer8 = "false"
> shader9 = "shaders_glsl/crt/shaders/guest/blur_vert.glsl"
> wrap_mode9 = "clamp_to_border"
> mipmap_input9 = "false"
> alias9 = ""
> float_framebuffer9 = "true"
> srgb_framebuffer9 = "false"
> shader10 = "shaders_glsl/crt/shaders/guest/crt-guest-dr-venom.glsl"
> filter_linear10 = "true"
> wrap_mode10 = "clamp_to_border"
> mipmap_input10 = "false"
> alias10 = ""
> float_framebuffer10 = "false"
> srgb_framebuffer10 = "false"
> scale_type_x10 = "viewport"
> scale_x10 = "1.000000"
> scale_type_y10 = "viewport"
> scale_y10 = "1.000000"
> parameters = "compositeConnection;signalResolution;signalResolutionI;signalResolutionQ;TNTC;WP;SW;AR;PR;AG;PG;AB;PB;sat;STH;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;h_smart;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;mcut;maskDark;maskLight;CGWG;GTW;gamma_out"
> compositeConnection = "1.000000"
> signalResolution = "1024.000000"
> signalResolutionI = "83.000000"
> signalResolutionQ = "25.000000"
> TNTC = "0.000000"
> WP = "0.000000"
> SW = "1.000000"
> AR = "0.070000"
> PR = "0.050000"
> AG = "0.070000"
> PG = "0.050000"
> AB = "0.070000"
> PB = "0.050000"
> sat = "0.100000"
> STH = "0.700000"
> GAMMA_INPUT = "2.500000"
> TAPSH = "4.000000"
> GLOW_FALLOFF_H = "0.300000"
> TAPSV = "4.000000"
> GLOW_FALLOFF_V = "0.300000"
> TATE = "0.000000"
> IOS = "0.000000"
> OS = "1.000000"
> BLOOM = "0.000000"
> brightboost = "1.350000"
> gsl = "0.000000"
> scanline1 = "8.000000"
> scanline2 = "8.000000"
> beam_min = "1.350000"
> beam_max = "1.050000"
> beam_size = "0.650000"
> h_sharp = "1.500000"
> s_sharp = "0.000000"
> h_smart = "0.000000"
> csize = "0.000000"
> bsize = "600.000000"
> warpX = "0.000000"
> warpY = "0.000000"
> glow = "0.020000"
> shadowMask = "0.000000"
> masksize = "1.000000"
> vertmask = "0.000000"
> slotmask = "0.000000"
> slotwidth = "2.000000"
> double_slot = "1.000000"
> mcut = "0.200000"
> maskDark = "0.500000"
> maskLight = "1.500000"
> CGWG = "0.300000"
> GTW = "1.000000"
> gamma_out = "2.200000"
> textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
> SamplerLUT1 = "shaders_glsl/crt/shaders/guest/lut/sony_trinitron1.png"
> SamplerLUT1_linear = "true"
> SamplerLUT1_wrap_mode = "clamp_to_border"
> SamplerLUT1_mipmap = "false"
> SamplerLUT2 = "shaders_glsl/crt/shaders/guest/lut/sony_trinitron2.png"
> SamplerLUT2_linear = "true"
> SamplerLUT2_wrap_mode = "clamp_to_border"
> SamplerLUT2_mipmap = "false"
> SamplerLUT3 = "shaders_glsl/crt/shaders/guest/lut/other1.png"
> SamplerLUT3_linear = "true"
> SamplerLUT3_wrap_mode = "clamp_to_border"
> SamplerLUT3_mipmap = "false"
1 Like

Yeahhh still isn’t working properly, now its back to color banding when you decrease Signal Resolution Y.

Thanks for trying though.

1 Like

@guest.r @hunterk @ProfessorBraun

This is what worked… I’m stupid, lol. I was seeing a problem that didn’t exist (the bloom halos). The banding existed though, this fixed it.

shader1 = ../crt/shaders/gtu-v050/pass2.glsl
scale_type_x1 = source
scale_x1 = 2.0
scale_type_y1 = source
scale_y1 = 1.0
filter_linear1 = false
float_framebuffer1 = true

Mainly this, lol;

scale_x1 = 2.0
scale_y1 = 1.0
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