I’m trying to add a few shaders under crt-royale-320px-svideo, it renders fine including the svideo part, but later on the shader renders black and never comes back. I guess it might have to do with float or srgb framebuffer but I’m not sure, or maybe it’s a typo. d93-d65.glsl is just crt-guest d65-d50.glsl with a different matrix.
shaders = "18"
shader0 = "../misc/d93-d65.glsl"
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = "../misc/color-mangler.glsl"
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = "../dithering/shaders/gdapt/gdapt-pass0-stripes.glsl"
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = "../dithering/shaders/gdapt/gdapt-pass1.glsl"
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
# NTSC Shader Passes
shader4 = "../ntsc/shaders/ntsc-pass1-svideo-2phase.glsl"
shader5 = "../ntsc/shaders/ntsc-pass2-2phase.glsl"
filter_linear4 = false
filter_linear5 = false
scale_type_x4 = absolute
scale_type_y4 = source
scale_x4 = 1920
scale_y4 = 1.0
frame_count_mod4 = 6
float_framebuffer4 = true
scale_type5 = source
scale_x5 = 0.5
scale_y5 = 1.0
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass6: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader6 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.glsl"
alias6 = "ORIG_LINEARIZED"
filter_linear6 = "false"
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader7 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.glsl"
alias7 = "VERTICAL_SCANLINES"
filter_linear7 = "true"
scale_type_x7 = "source"
scale_x7 = "1.0"
scale_type_y7 = "viewport"
scale_y7 = "1.0"
#float_framebuffer7 = "true"
srgb_framebuffer7 = "true"
shader8 = "shaders/crt-royale/src/crt-royale-bloom-approx.glsl"
alias8 = "BLOOM_APPROX"
filter_linear8 = "true"
scale_type8 = "absolute"
scale_x8 = "320"
scale_y8 = "240"
srgb_framebuffer8 = "true"
# Pass9: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader9 = "../blurs/blur9fast-vertical.glsl"
filter_linear9 = "true"
scale_type9 = "source"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Pass10: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader10 = "../blurs/blur9fast-horizontal.glsl"
alias10 = "HALATION_BLUR"
filter_linear10 = "true"
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
shader11 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.glsl"
filter_linear11 = "true"
scale_type_x11 = "absolute"
scale_x11 = "64"
scale_type_y11 = "viewport"
scale_y11 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer11 = "false" # mask_texture is already assumed linear
# Pass12: Lanczos-resize the phosphor mask horizontally. scale_x12 = scale_y7.
# TODO: Check again if the shaders actually require equal scales.
shader12 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.glsl"
alias12 = "MASK_RESIZE"
filter_linear12 = "false"
scale_type_x12 = "viewport"
scale_x12 = "0.0625"
scale_type_y12 = "source"
scale_y12 = "1.0"
#srgb_framebuffer12 = "false" # mask_texture is already assumed linear
# Pass13: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader13 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.glsl"
alias13 = "MASKED_SCANLINES"
filter_linear13 = "true" # This could just as easily be nearest neighbor.
scale_type13 = "viewport"
scale13 = "1.0"
#float_framebuffer13 = "true"
srgb_framebuffer13 = "true"
# Pass 14: Compute a brightpass. This will require reading the final mask.
shader14 = "shaders/crt-royale/src/crt-royale-brightpass.glsl"
alias14 = "BRIGHTPASS"
filter_linear14 = "true" # This could just as easily be nearest neighbor.
scale_type14 = "viewport"
scale14 = "1.0"
srgb_framebuffer14 = "true"
# Pass 15: Blur the brightpass vertically
shader15 = "shaders/crt-royale/src/crt-royale-bloom-vertical.glsl"
filter_linear15 = "true" # This could just as easily be nearest neighbor.
scale_type15 = "source"
scale15 = "1.0"
srgb_framebuffer15 = "true"
# Pass 16: Blur the brightpass horizontally and combine it with the dimpass:
shader16 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.glsl"
filter_linear16 = "true"
scale_type16 = "source"
scale16 = "1.0"
srgb_framebuffer16 = "true"
# Pass 17: Compute curvature/AA:
shader17 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.glsl"
filter_linear17 = "true"
scale_type17 = "viewport"
mipmap_input17 = "true"
texture_wrap_mode17 = "clamp_to_edge"