How do I add curve with any crt shaders ?
I want to use Hyllian fast and zfast with curve
How do I add curve with any crt shaders ?
I want to use Hyllian fast and zfast with curve
Hi. An easy, but not ideal, way to do that is just appending a special preset I made recently.
Do this:
An alternative to âgeom-append.slangpâ is appending the preset âray_traced_curvature_append.slangpâ located inside crt folder.
Now you can tweak the users params and save a new preset that combines the curvature with your crt of choice.
Obs: this method may fail with some crt shaders, though.
Thank you very much I will trying that , your shader is amazing
Nice question with very nice and interesting answer as well, I cannot wait to experiment on this!
Actually I would also like to know if there is somewhere (or could be) a small kind of tutorial/instructions about how the end user could combine whichever shader -can- be combined (work together) with which one alongside his bezels of choice from the simple RetroArch shaders up to more complicated like MEGA-BEZEL (vanilla) or like here with @Hylian uborder shaders. What are the key features which make a shader fits in your monitors resolution.
For instance I did a copy of imgborder.slangp pointing to my bezel of choice and by using a reference to lets say crt-lottes.slangp make my own version of shader+bezel. But many of those shaders cannot be stretched or resized like say crt-geom which has overscan and simulated width/height feature, making the shader look ugly especially with handheld devices if someone would like to use the device image as a bezel eg. a PSP or Game Boy DMG image.
Is this difficult or too complex? Thank you.
There isnât any tutorial about it, because no one can predict the exact result of such operations. Most people just use trial and error tactic, which is much cheaper than try to predict what will happen. I suppose you know the difference between prepend and append.
What I look before combining is the expected input and output of a preset (shader fluxogram).
Usually, a shader (Iâll refer to shader, but it may be a preset) expect native resolution input and most probable a viewport (the display resolution) or Nx input. So, itâs 1x1 or 1xN (N means itâll scale to the display resolution). Less often, a shader may work doing NxN, 1x2, 1x3, 1x4 or even 4x2 and so on.
For example: a dithering shader is expected to be a 1x1, because it wonât scale the content, itâll only change some pixel colors. An interpolation shader is expected to be 1xN, because itâll scale the content. Most shaders are 1xN and some are 1x1.
Combining two shaders is less prone to errors if you match output from one to input of other. So, 1x1 may work connected to a 1xN, the same way as a 1xN may work with a NxN shader.
A crt shader is a 1xN shader. Using the principle above, it may work if you put a dithering (1x1) shader before the crt shader, because itâs a 1xN. You can even put a NxN after the crt-shader. A NxN shader is fxaa for example.
A downsampling shader is usually Nx1, 4x1, 3x1, 2x1, etc. So it would work after a crt or interpolation shader.
To know if a shader is 1x1, 1xN, NxN and so on requires experience and experimentation. It isnât set in stone, because, actually you arenât limited to use a shader as itâs expected to be used, youâre free to use the way you like.
Thats really informative. Thanks for spending time to explain.
I will try and use this as a guide for a preset. You see before I saw @Retro30 question and your answer I completely missed the âmiscâ folder. Now with your explanation as a guide I see a large number of possibilities!
So if i want to combine eg. crt-aperture (1xN) with a film-grain (1x1) shader and a geom-append (?x?) i would first pickup the 1x1 then append the 1xN on top and last the geom shader perhaps? (Thinking mostly with pure logic).
I hope I donât misleading the topic here⌠Thank you.