CRT-Lottes fix

Hello,

Current version of CRT-Lottes is updated compare to the one that was in RA package since its first implementation.

The new version has different Shadow Mask styles which is great. But it has bloom effect also which is not so good because it loads GPU very high. And it basically turns regular “crt-lottes.cg” into “crt-lottes-halation.cg”.

So to fix this “Bloom feature” and still have an ability to choose Shadow Mask style you have to comment bloom functionality in shader code

Line 66


//#define DO_BLOOM 1

I hope developers will fix this inconvenience in the future. Primitive test using MSI After Burner GPU load graph: No Bloom: 18% GPU load Bloom: 60% GPU load

We’re keeping it up to date with the shadertoys Mr. Lottes publishes. He added the bloom stuff, so we did the same. We left it as an easily-disabled option, though, as you’ve discovered. You might also try uncommenting the ‘simple linear’ option, which may improve your performance, as well.

Yeah, I agree on that. But isn’t would be better (more obvious) to add this “bloom disable” option into shader UI.? For most users there is not big difference between “crt-lottes.cg” and “crt-lottes-halation.cg”.

Just look at this ridiculously high GPU load with just a single shader. On GTX970 (!) which can handle all modern games on max settings at 1080p.

The problem with making it a menu option is that it still gets compiled and thus hurts your performance. The only way to keep it from even getting compiled is to use an #ifdef, which you can’t touch from the menus.

I see. In that case I would create two separate files: crt-lottes.cg - with //#define DO_BLOOM 1 crt-lottes-halation.cg - with #define DO_BLOOM 1

Currently halation shader is the same as regular crt-lottes but without an ability to disable bloom effect. Sure I (everyone) can edit the shader to disable it. But it will revert back next time shader pack will be updated. And more over currrent crt-lottes (with bloom enabled by default) ruins shader chains that use it.

Thanks.

Here I’ve commented bloom feature in the shader and removed all bloom settings from shader UI to not confuse end user.