Did you see where Samsung is ditching making LCD’s by the end of the year and investing in QD-OLED (Quantum-Dot OLED) technology? Supposedly it’s supposed to give us more accurate colors, better brightness and viewing angles than traditional OLED.
Blue bars from the PLUGE test should be barely visible in a dark room when dead center with the screen at normal viewing distance.
In practice, most CRTs had a black level higher than what was specified by the NTSC standard, so an actual CRT won’t pass the SMPTE color bars, either. Even with a CRT, you’d get really bad crushed blacks if you set the black level to the NTSC standard.
I‘d just worry about getting the PLUGE right and not stress about the SMPTE bars.
You can also use gray ramp to adjust brightness. Darkest bar should be black, next darkest should be barely distinguishable.
Editedit: The SMPTE bars are in limited range (16-235) and we’re looking at it on a full range display (0-255). This can be corrected in software, or sometimes there’s an option to select limited range or full range on the TV/monitor.
Most likely the SMPTE color bars are in sRGB, they are a perfect depiction of the ideal target, as it represents a color target to calibrate to. So if you don’t run any shaders on it it will show perfect measurements on videoscope or histogram. But why? many here consider playing in such perfect conditions a bit boring, so we try to emulate signal and phosphor color aberrations or gamuts.
The last statement was half true because there’s a caveat, the target is in limited range (16-235) and we are looking at it on full range displays.
That means that it needs a prior conversion to “PC” range in order to pass all the tests. With the games it’s similar although as Nesguy said if you adjust your shader to clip at IRE 7.5 for American games it is going to crush many blacks. So the SMPTE bars don’t translate well into games. Another thing is that some systems render white as 239 = (255-16). This is probably a pretransformation to compensate for a posterior offset of 16 for the blacks. In emulation this translates to mapping 239 to 255 which I will do for said problematic systems, to gain back some dynamic range.
You can either convert the image to PC range via software, or sometimes TVs will have an option for limited range or full range. Switch to full range on the TV, problem solved!
Yes, great idea!
I added the Sega Luma Fix option, it happened to be an issue only with Sega systems (Genesis, 32x, CD, and Saturn 2D) so enable the luma expansion for those systems independent of game region. I think it was made that way to save on luma transformations.
While trying to fix the white point mapping block for the clipping issues, I found myself refactoring the whole thing. What I did was compare the current mapping implementation to that of reference Bradford chromatic adaption. Now the temperature is much closer to reference, it won’t work as nice for sub D50 so I limited the mapping to 5005k minimum. Since D93 now could be a bit too blue for some I defaulted to D65, but feel free to adjust to D93, D75 or what you feel like, I even recommend using the “I/U Shift” setting for adjusting temperature as stated before for a more analogue feel.
I also found a reference for the PAL gamma type, and as I suspected it also used the SMPTE-C linear part at the low end so I adjusted the gamma recommendation notes for PAL and NTSC-J.
EDIT: I forgot to promote to RC6. But I just ported the current code to glsl and promoted it. This looks fine to me as a final version if all of you agree. I was having yesterday some leisure time with Sonic and it gave me serious nostalgic vibes. I guess a guide should be coming.
Great work, looking forward to testing it this evening.
I think the part about limited range/full range needs to be in the shader notes in bold somewhere at the top, lol. This is very essential. You can usually change this in your computer’s graphics card settings.
EDIT:
I think I misspoke earlier. The TV/monitor should be set to full range and we need to convert the test pattern to full range. Please correct me if I’m wrong.
So… how do we do this? Is there a shader somewhere that will convert limited range to full range?
Yes I will add notes for the setting in the guide, but beyond that it’s just some technicality that’s fun for geeks like us, don’t want to confuse power users lol.
The problem with adjusting limited range in nvidia settings is that while you can, you shouldn’t. That thing is just for back compatibility for the “TV” levels required for back porch and other things in desuse (except broadcast and movies for other reasons). I mean the games are already in PC levels, your display is in PC levels so it makes sense to don’t overfilter, the output should look the same (were I preconvert the game to TV levels), just with worse quality. There’s only an exception, I did a TV levels roundtrip to have an accurate feedback of the analogue color controls, that’s all.
Setting the graphics card to “full range” definitely seems like the right way to go. The colors are a lot better but you definitely get some crushed blacks. I think an adjustment to the TV’s brightness or raising black level in the shader can compensate, but maybe there’s a better/more accurate way…?
Crushed blacks? Probably the TV needs some adjustments, I would use a target pattern in PC levels to see everything’s in range (use a color managed program for this like PS or Firefox). When you are done with that the game should look fine or it’s another issue shader-setting related (after the target pattern in PC levels -no retroarch- check the color bars in the test suite)
Due to my somewhat chaotic living situation, I find myself using a new TV every few weeks, lol.
I think some TVs are only designed to show limited range…?
“limited range” was the default setting when I hooked up this TV. After some adjustments to brightness and contrast it looks like everything is in range according to Lagom test patterns viewed with Firefox when limited range is selected. If I use full range, the colors look slightly better but the blacks are crushed and I have to crank up the black level to compensate.
So, I’m still confused. Should we leave the graphics card setting at limited range or full range? Or is this setting maybe something that is display-dependent?
Sure, if your TV doesn’t have full RGB mode use limited in graphics card. Sounds strange to me what HDTV doesn’t use full while in RGB mode.
If you have everything setup to limited all is fine. The GPU will scale full range to limited to present that range to the limited TV.
By the way, after the conversation a few days ago on afterglow and persistence I decided to take a look and modified venom’s afterglow to include said changes. The main things were more accurate afterglow luminosity by phosphor type and eye cone response and a more accurate decay rate upon this pdf.
Uploaded to my repository, to be realistic the persistence setting should be set to 3.0 but you can be creative too. It’s also simpler as you don’t have so many RGB settings now, only a preset one akin to grade’s gamut one.
EDIT: This is not complete, it doesn’t take into account the chemical decay rate factor, only the luminance ones, need good references still.
I think some older HDTVs don’t support full range RGB. An easy way to test this is to simply send the TV a full range signal and check a black level test pattern. If the display is calibrated correctly and it doesn’t support full range, then blacks 0-15 will be crushed.
Basically, I think we just want to leave the graphics card settings alone. If it detected the display correctly then it should automatically choose the limited or full range.
I think the only time you’d want to change this is if the display was incorrectly identified as a limited range display when it’s actually capable of full range, but I imagine this is pretty rare.
I can’t get grade to load now ever since the rebase to RC6. Thought LUT size would be the culprit again but still no luck after changing them to 32.
shaders = "10"
shader0 = "shaders_slang/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/stock.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/misc/grade.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/blur_horiz.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/blur_vert.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/linearize_scanlines.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/crt-guest-dr-venom.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
parameters = "g_space_out;g_gamma_in;g_gamma_type;g_crtgamut;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_vignette;g_vstr;g_vpower;wp_temperature;g_sat;g_vibr;g_lum;g_cntrst;g_mid;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;SW;AR;PR;AG;PG;AB;PB;sat;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans"
g_space_out = "0.000000"
g_gamma_in = "2.399999"
g_gamma_type = "2.000000"
g_crtgamut = "2.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
wp_temperature = "9305.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "-0.005000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "-0.005000"
LUT_Size1 = "32.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "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"
lsmooth = "0.900000"
GAMMA_INPUT = "2.200000"
TAPSH = "4.000000"
GLOW_FALLOFF_H = "0.000000"
TAPSV = "4.000000"
GLOW_FALLOFF_V = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "10.000000"
scanline2 = "5.000000"
beam_min = "1.000000"
beam_max = "1.000000"
beam_size = "0.000000"
h_sharp = "4.000000"
s_sharp = "0.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.000000"
shadowMask = "3.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mcut = "0.000000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.000000"
gamma_out = "2.200000"
spike = "1.000000"
inter = "400.000000"
interm = "1.000000"
bloom = "0.100000"
scans = "0.500000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "cl
amp_to_border"
SamplerLUT3_mipmap = "false"
Maybe a conflicting setting with old preset, try these settings (using venom in this case):
EDIT: is your SamplerLUT3_wrap_mode line ok?
parameters = "g_space_out;g_gamma_in;g_gamma_type;g_crtgamut;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;wp_temperature;g_sat;g_vibr;g_lum;g_cntrst;g_mid;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;quality;bw;linearize;CP;CS;WP;wp_saturation;SW;AR;PR;AG;PG;AB;PB;sat;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans"
g_space_out = "0.000000"
g_gamma_in = "2.400000"
g_gamma_type = "2.000000"
g_crtgamut = "2.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "1.000000"
g_vstr = "50.000000"
g_vpower = "0.500000"
wp_temperature = "9305.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
g_lift = "0.040000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "0.000000"
wlg = "0.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
quality = "1.000000"
bw = "0.000000"
linearize = "0.000000"
CP = "-1.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
SW = "1.000000"
AR = "0.070000"
PR = "0.050000"
AG = "0.070000"
PG = "0.050000"
AB = "0.070000"
PB = "0.050000"
sat = "0.100000"
lsmooth = "0.900000"
GAMMA_INPUT = "2.200000"
TAPSH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
TAPSV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
TATE = "0.000000"
IOS = "0.000000"
OS = "2.000000"
BLOOM = "0.000000"
brightboost = "1.400000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "6.000000"
scanline2 = "8.000000"
beam_min = "1.350000"
beam_max = "1.050000"
beam_size = "0.700000"
h_sharp = "3.500000"
s_sharp = "0.400000"
csize = "0.000000"
bsize = "100.000000"
warpX = "0.040000"
warpY = "0.040000"
glow = "0.050000"
shadowMask = "2.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.500000"
maskLight = "1.250000"
CGWG = "0.300000"
gamma_out = "2.200000"
spike = "1.000000"
inter = "400.000000"
interm = "0.000000"
bloom = "0.500000"
scans = "0.500000"
textures = "SamplerLUT1;SamplerLUT2"
SamplerLUT1 = "../../shaders_slang/reshade/shaders/LUT/16.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "../../shaders_slang/reshade/shaders/LUT/64.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
I’m dumb; I was accidentally pasting grade.glsl into grade.slang
Latest version works fine
Would be nice at some point to add some presets for I/Q shift that correspond to different color temps. 9300K is a bit much, now. Also looking forward to your findings relating to masks and brightness.
Yes, I said in the other thread but actually the NTSC-J gamut looks that blue if I didn’t compensate it to D65 beforehand, so the white point refactor is correct now with the benefit that you can now use whatever temperature suits you. When using the Shift setting I rarely go below -0.06, but that’s because I have my display correctly calibrated to D65.
I have to calibrate in dark so at night, I will test my mask implementations (BW pattern) and also royale by your guidance, max backlight then adjust mask up to 120 nits on display. I guess my results would only work for my masks as every other one is different.
Oh, updated grade to also apply phosphor gamut on RGB signals (a new setting for signal type here), also restored back gamut limiting in YUV space, now using correct limit coeffs.
Could you elaborate on this some?
For arcade games, you might not want all the YUV, YIQ, TV level conversions, but still want phosphor gamut emulation, so set signal type to RGB.
If someone can help me here, probably @Syh, this is my snes preset using venom. I’m trying to put glass after afterglow (mine or vanilla doesn’t matter). Afterglow won’t work but everything else does. It’s strange because if I don’t use the ntsc passes before it works:
shaders = "11"
shader0 = "..\..\shaders_slang\misc\grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "..\..\shaders_slang\ntsc\shaders\ntsc-adaptive\ntsc-pass1.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
frame_count_mod1 = "2"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "true"
srgb_framebuffer1 = "false"
scale_type_x1 = "absolute"
scale_x1 = "1280"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "..\..\shaders_slang\ntsc\shaders\ntsc-adaptive\ntsc-pass2.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "0.500000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "..\..\shaders_slang\misc\afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "..\..\shaders_slang\misc\glass.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "WhitePointPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "..\..\shaders_slang\crt\shaders\guest\avg-lum.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "true"
alias5 = "AvgLumPass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "..\..\shaders_slang\crt\shaders\guest\linearize.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "LinearizePass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "..\..\shaders_slang\crt\shaders\guest\blur_horiz.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "..\..\shaders_slang\crt\shaders\guest\blur_vert.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "GlowPass"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "..\..\shaders_slang\crt\shaders\guest\linearize_scanlines.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "..\..\shaders_slang\crt\shaders\guest\crt-guest-dr-venom.slang"
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 = "g_space_out;g_gamma_in;g_gamma_type;g_crtgamut;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;wp_temperature;g_sat;g_vibr;g_lum;g_cntrst;g_mid;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;quality;bw;linearize;CP;CS;WP;wp_saturation;SW;AR;PR;AG;PG;AB;PB;sat;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans"
g_space_out = "0.000000"
g_gamma_in = "2.400000"
g_gamma_type = "2.000000"
g_crtgamut = "2.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "-0.050000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "0.980000"
g_Q_MUL = "0.980000"
g_lum_fix = "0.000000"
g_vignette = "1.000000"
g_vstr = "50.000000"
g_vpower = "0.500000"
wp_temperature = "6505.000000"
g_sat = "-0.020000"
g_vibr = "0.000000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
g_lift = "0.040000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "0.950000"
wlg = "0.900000"
wlb = "1.100000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.030000"
br = "0.000000"
bg = "0.150000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
quality = "1.000000"
bw = "0.000000"
linearize = "0.000000"
CP = "-1.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
SW = "1.000000"
AR = "0.070000"
PR = "0.050000"
AG = "0.070000"
PG = "0.050000"
AB = "0.070000"
PB = "0.050000"
sat = "0.100000"
lsmooth = "0.900000"
GAMMA_INPUT = "2.200000"
TAPSH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
TAPSV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
TATE = "0.000000"
IOS = "0.000000"
OS = "2.000000"
BLOOM = "0.000000"
brightboost = "1.400000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "6.000000"
scanline2 = "8.000000"
beam_min = "1.350000"
beam_max = "1.050000"
beam_size = "0.700000"
h_sharp = "3.500000"
s_sharp = "0.400000"
csize = "0.000000"
bsize = "100.000000"
warpX = "0.040000"
warpY = "0.040000"
glow = "0.050000"
shadowMask = "2.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.500000"
maskLight = "1.250000"
CGWG = "0.300000"
gamma_out = "2.200000"
spike = "1.000000"
inter = "400.000000"
interm = "0.000000"
bloom = "0.500000"
scans = "0.500000"
textures = "SamplerLUT1;SamplerLUT2"
SamplerLUT1 = "..\..\shaders_slang\reshade\shaders\LUT\16.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "..\..\shaders_slang\reshade\shaders\LUT\64.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
This works instead:
shaders = "12"
shader0 = "..\misc\grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "..\misc\afterglow.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "..\misc\glass.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders\guest\color-profiles.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders\guest\d65-d50.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "WhitePointPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "..\stock.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders\guest\avg-lum.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "true"
alias6 = "AvgLumPass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders\guest\linearize.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "LinearizePass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders\guest\blur_horiz.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders\guest\blur_vert.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "GlowPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders\guest\linearize_scanlines.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders\guest\crt-guest-dr-venom.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
parameters = "g_signal_type;g_space_out;g_gamma_in;g_gamma_type;g_vignette;g_vstr;g_vpower;wp_temperature;g_sat;g_crtgamut;g_lum_fix;g_vibr;g_lum;g_cntrst;g_mid;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;quality;bw;linearize;CP;CS;WP;wp_saturation;SW;AR;PR;AG;PG;AB;PB;sat;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_vignette = "1.000000"
g_vstr = "40.000000"
g_vpower = "0.250000"
wp_temperature = "9305.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_lum_fix = "0.000000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.050000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
quality = "1.000000"
bw = "0.000000"
linearize = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
SW = "1.000000"
AR = "0.070000"
PR = "0.050000"
AG = "0.070000"
PG = "0.050000"
AB = "0.070000"
PB = "0.050000"
sat = "0.100000"
lsmooth = "0.900000"
GAMMA_INPUT = "2.200000"
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 = "1.400000"
brightboost1 = "1.150000"
gsl = "0.000000"
scanline1 = "6.000000"
scanline2 = "8.000000"
beam_min = "1.350000"
beam_max = "1.050000"
beam_size = "0.700000"
h_sharp = "5.250000"
s_sharp = "0.400000"
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"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.300000"
gamma_out = "2.400000"
spike = "1.000000"
inter = "400.000000"
interm = "1.000000"
bloom = "0.000000"
scans = "0.500000"
textures = "SamplerLUT1;SamplerLUT2"
SamplerLUT1 = "..\reshade\shaders\LUT\16.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "..\reshade\shaders\LUT\64.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
My guess is something the ntsc shader is doing with color is causing the afterglow shader to not trigger.
Or it may be an issue of stacking in this case, have you tried ntsc then grade?
This isn’t my first time having issues with afterglow, but a good person to ask might also be @HyperspaceMadness.