Cycling shaders - issues

Hello, I have 2 questions/issues with this.

We all know that there is no shader that work with all games, even if they are from the same system. Because there is not single game configuration for this I decided to use the n and m shortcuts for cycling shaders back and forth, maybe keymapping them to my pad.

-All that is fine until you discover that using n and m for switching shaders don’t use your loaded shader as root, but actually your default shader path. What that means is that you actually need to build a folder with your shaders and set that as default, not too convenient if by any mean you want to test another shader on main path.

-The other problem is that some shaders need to be in linear and other on nearest. So you will to explicitly go to the shaders options (that now since last version is not as accessible as before not being on top of the menu) and change the GLOBAL scaling method because the loaded shader doesn’t figure on the list. That could work (even if a pain) if you only have one shader, if you loaded a preset (.cgp) that would become a problem.

All in all, what the shortcuts tried to amend is not all at all, you save some time, but not as much and you can run into issues because scaling methods, that can make you waste more time than intended. Any help regarding this is welcome.

You could cycle through cgps rather than just cg I guess.

You mean embed cg into cgps?

I believe he meant just to make your shader directory path point to a directory full of cgp files that include the settings you want, such as linear vs nearest. This doesn’t fix your first problem–having to do some work to put your desired shaders in one spot–but I don’t think there’s going to be any other way to accomplish it, since those settings aren’t included in Cg files by design (that’s what cgp files are for, after all).

thanks hunterk, then it’s what I thought, wrap cg shaders into cgp preset files so I can define intepolation method. I wanted to ask you if you happen to have sweetfx’s ported cgwg shader. I’m looking for it like mad (for other emus without good scanlines support) with no success. And this one too MAME’s port of cgwg shader.

A few more issues, loading a shader reports a note at the bottom of which I can only read the path. Maybe displaying only the shader name could be more useful, I think it is possible to change font size, but really, the path is long enough to make the font size too small to be seen.

Also, I’m not sure why but when using my default custom shader path, my shaders are not loaded:

video_shader = ":\USING\06. ntsc-320px-gauss-scanline.cgp"
video_shader_dir = ":\shaders\USING"

Obviously, I wouldn’t post here if I hadn’t test also with:

video_shader = ":\shaders\USING\06. ntsc-320px-gauss-scanline.cgp"
video_shader = ":\06. ntsc-320px-gauss-scanline.cgp"
video_shader = "06. ntsc-320px-gauss-scanline.cgp"

My workaround (again workaround) was to set default path to USING, but shader load path to the original path, in this case “shaders tsc”. I also tried 06._ removing the blank space in case that was the reason without success.

by the way, inside the .cgp files I’m pointing my subfolders as “./ntsc” is that wrong?