Halation version of the crt-geom cg shader?

A while ago I started trying out shaders in Higan and my favourite shader quickly became a flat version of crt-geom with halation enabled which hunterk uploaded to the quark shader github.

Now I am experimenting with Retroarch and would like to use the same shader with the same amount of halation/bluring of the respective quark shader. I managed to make the crt-geom cg shader flat but I have no idea how to add halation. When I compare the regular quark-version of this shader with it’s halation counterpart there are even more files. By now I think that adding halation to it is beyond my capabilities, as I barely managed to make it flat (by replacing a 1.0 with a 0.0 in the shader file…). Can anyone help me with this?

What you’re looking for is probably shaders/crt/crt-interlaced-halation.cgp.

There’s no parameters for it but the main settings are in crt-interlaced-halation-pass2.cg if you open it with a text editor.

I made it flat in the archive below, see if that’s OK for you:

Thank you very much, I’m gonna give that one a go.

Can you tell me how you made it flat? That could be useful for tinkering with oder shaders.

Like I said look in crt-interlaced-halation-pass2.cg vs the original one (shaders\crt\shaders\crt-interlaced-halation).

Ah, sorry, I didn’t read your post thoroughly. Thanks anyway!

I tried the shader out but it is not really what I was looking for. It is way brighter than the crt-geom-halation quark shader, too bright actually. And the halation is different. While in crt-geom-halation bright areas are glowing on the screen, crt-interlaced-halation also lights up the adjectant pixels and thereby makes them clearly visible.

Is there a way to fix these issues or can i somehow just use the quark shader in RetroArch?

You can’t use the quark version in RetroArch, it would have to be rewritten, and I’m having trouble reproducing it exactly due to some differences in how presets are handled vs higan’s manifests.

Bummer, but thank you very much for trying, though!