"Glow Shader" for Vectrex?


#1

Right now I’m using the Vectrex core with the FXAA Shader and “Resolution Multiplier” set to 3. It looks… okay I guess. But it is missing that vector glow.

Is there any solution to this without loosing the FXAA smoothing?


#2

You’re in luck. I just made one that works well for this (glsl and slang formats):

Go into ‘blurs’ and load ‘kawase-glow’, then add another pass of FXAA with linear filtering and “don’t care” scale.

The pic kinda sucks, I know, but hopefully you get the idea.


#3

Wow! That’s exactly what I was looking for! Thank you!!


#4

Hm… something seems to be wrong. I can not load the “kawase-glow” shader. But “kawase_blur_5pass” and “kawase_blur_9pass” work just fine.

retroarch-log.txt

Do I need to be on RA 1.7.4 for this?


#5

whoops, I totally forgot to port that pass from slang to glsl. I just did it, though, so it should make it to the online updater soon (few hours, at most, I think).


#6
[INFO] Shader log: 0(87) : error C1008: undefined variable "Reference"

It’s in screen_combine.glsl. I believe it should be OrigTexture or PassPrev something Texture, isn’t it?


#7

ugh, yeah, lemme fix that, too… I didn’t have a chance to test it on GLSL, only slang, hence these issues.


#8

Don’t worry, I really appreciate what you do :relaxed:


#9

thanks :slight_smile:

Alright, just pushed up some fixes and went ahead and created a preset in the ‘presets’ directory called ‘vector-glow’


#10

It looks great, thanks :slight_smile:


#11

Found the shader but the glow effect is bad. It’s not uniformed, some parts glow and some parts are dark.


#12

Is there some kind of bloom shader? Or HDRR?


#13

For slang, there’s a port of reshade’s bloom shader (I haven’t ported it to GLSL yet, as I’m not sure if it looks/works like it’s supposed to), or you can also load up crtglow_gauss and replace the 2 gaussian passes (passes 2 and 3, IIRC) with stock passes:


#14

Thanks, @hunterk :slight_smile:. Here is the preset for those who need it (crt/glow.glslp):

shaders = 5

shader0 = shaders/glow/linearize.glsl
filter_linear0 = false
srgb_framebuffer0 = true

shader1 = shaders/glow/threshold.glsl
filter_linear1 = false
srgb_framebuffer1 = true

shader2 = shaders/glow/blur_horiz.glsl
mipmap_input2 = true
filter_linear2 = true
scale_type2 = source
scale2 = 0.25
srgb_framebuffer2 = true

shader3 = shaders/glow/blur_vert.glsl
filter_linear3 = true
srgb_framebuffer3 = true

shader4 = shaders/glow/resolve.glsl
filter_linear4 = true