HSM Mega Bezel Reflection Shader! - Feedback and Updates

yes, tested just right now :

1 Like

don’t understand why it’s crashing…have the same setup…

ok i’ve test the same as u use it works.it seems accepte MBezel 3,4 and 5 but any others

have u try a prest from dumion’s page?

which one ? didn’t know that Duimon have done presets :wink: Simple question : are you using Vulcan or GLCore for the video driver ?

Vulkan as my 40 other systems;)

1 Like

Yeah, my bad.:wink: It is the Neo-Geo CD I am having problems with. Not Amiga.:grin:

@RetroFanZ

The link you provided is to my The Bezel Project scripts.

… the incredible RetroFanZ… Sorry lol And? have you test? sorry to be boring…

PUAE core with CD32 tested with all shaders from 0 to 4 and all is ok, no crash :wink:

1 Like

you haven’t try any dumion’s presets?

using HSM Mega Bezel Reflection Shader for tests; Not sure what you’re saying about Duimon. As i know (maybe i’m wrong) He just using same shaders but with modifications on values

that’s why i need some help the base shaders ar ok for me but when i use one of his preset cd32 crash. i never had that issue exept with 1 core of pc engine as mentionned earlier.ok nvm i’ll stay with my issue but i realy don’t understand.thx for help

ps every handeled presets works perfectly…

1 Like

Really enjoying this shader but I’ve come across a small issue with aspect ratios. I’ve integrated a Sony TV overlay into the shader which is off course 4:3 for the screen part and I’m using integer scaling within your shader for optimal scanline image quality.

When adding to the Snes9x core it’s displaying a perfect 4:3 ratio. The problem is when using the Picodrive core it’s a bit wider than 4:3.

Normally I can solve this in two ways: either set aspect to 4:3 in scaling options of RA or set it to core provided and set ration to 4:3 in Picodrive options.

Unfortunately I have to set RA Windows Scaling Aspect Ratio to 16:9 as per the instructions in the OP. This means neither normal solution works and I end up with Mega Drive games being a bit wider than what they would display on a CRT.

1 Like

hi;) you use The HSM mega bezel and an overlay?

Keep in mind, my presets are really just intended to replace manual editing of HSMs presets, as some people were having difficulty.

They will also only work with the release version of the shader.

When the next version of the shader is released, some of my presets will use many advance features so will both save time and serve as examples.

@RetroFanZ have you enabled logging to see what the problem might be?

2 Likes

@slikvik55

set the explicit aspect in the shader to 4x3 and set integer to vertical only.

2 Likes
[INFO] 
[INFO] [ Shaders ]:  Start reading FULL Preset: F:\Emulateurs\RetroArch\shaders\TV4.slangp
[INFO] 
[INFO] [ Shaders ]:  Reading ROOT PRESET:  F:\Emulateurs\RetroArch\shaders\TV4.slangp
[INFO] [ Shaders ]:  Finding Parameters in Shader Passes (#pragma parameter)
[INFO] [ Shaders ]:    Loading base parameter values
[INFO] [ Shaders ]:      Load parameter value:   HSS_MEGA_BEZEL_DEBUG = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_FLIP_VIEWPORT_AND_CORE_VERTICAL = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_ROTATE_CORE_IMAGE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_ASPECT_RATIO_ORIENTATION = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_ASPECT_RATIO_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_ASPECT_RATIO_EXPLICIT = 1.333300.
[INFO] [ Shaders ]:      Load parameter value:   HSS_INT_SCALE_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_INT_SCALE_MULTIPLE_OFFSET = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_INT_SCALE_MULTIPLE_OFFSET_LONG = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_INT_SCALE_BORDER_MIN_HEIGHT = 5.500000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_NON_INTEGER_SCALE = 76.370102.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SNAP_TO_INT_SCALE_TOLERANCE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CROP_OVERSCAN_TOP = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CROP_OVERSCAN_BOTTOM = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CROP_OVERSCAN_LEFT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CROP_OVERSCAN_RIGHT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SCANLINE_DIRECTION = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_INTERLACE_TRIGGER_RES = 600.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SPLIT_SCREEN_AMOUNT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SPLIT_SCREEN_CENTER_FILL_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_2D_SCALE_LONG_AXIS = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_2D_SCALE_SHORT_AXIS = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_3D_RADIUS = 2.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_3D_VIEW_DIST = 1.500000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_3D_TILT_ANGLE_X = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_CURVATURE_3D_TILT_ANGLE_Y = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_POSITION_OFFSET_X = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_POSITION_OFFSET_Y = 3.499999.
[INFO] [ Shaders ]:      Load parameter value:   HSS_COLOR_BLACK_LEVEL = -0.040000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_COLOR_NEGATIVE_CROP_BRIGHTNESS = 1.800000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_COLOR_CRT_GAMMA = 2.200000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_PHOSPHOR_PERSISTENCE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SCREENFX_CORNER_RADIUS = 10.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SCREENFX_EDGE_SHARPNESS = 0.400000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SCREENFX_VIGNETTE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SCREENFX_FAKE_SCANLINE_OPACITY = 0.700000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_TUBE_BLACK_EDGE_THICKNESS = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_TUBE_CURVATURE_SCALE = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_TUBE_GLASS_IMAGE_OPACITY = 1.400000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_TUBE_GLASS_IMAGE_SCALE = 1.050000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_TUBE_EDGE_SHADOW = 0.700000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BACKGROUND_IMAGE_VIGNETTE_OPACITY = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_COLOR_HUE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_COLOR_SATURATION = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_COLOR_VALUE = 20.000010.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_COLOR_BLEND_WITH_IMAGE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_NOISE = 30.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_OPACITY = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_WIDTH = 7.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_HEIGHT = 6.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_INNER_CORNER_RADIUS_SCALE = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_INNER_EDGE_THICKNESS = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_BEZEL_OUTER_CURVATURE_SCALE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_OUTER_CORNER_RADIUS_SCALE = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_BRIGHTNESS = 30.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_HIGHLIGHT = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_OPACITY = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_THICKNESS = 7.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_INNER_EDGE_THICKNESS = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_INNER_CORNER_RADIUS_SCALE = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_FRAME_OUTER_CURVATURE_SCALE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_OUTER_CORNER_RADIUS = 5.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_OUTER_EDGE_THICKNESS = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_OUTER_EDGE_SHADING = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_POS_Y_OFFSET = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_SHADOW_OPACITY = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_SHADOW_WIDTH = 10.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_DECAL_IMAGE_OPACITY = 100.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_DECAL_IMAGE_SCALE = 109.299858.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_FRAME_DECAL_IMAGE_POS_Y = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_BEZEL_GAMMA = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_NIGHTLIGHTING_IMAGE_OPACITY = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBZ_LED_IMAGE_OPACITY = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_BLUR_NUM_SAMPLES = 20.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_BLUR_MIN = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_BLUR_MAX = 0.950000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_NOISE_AMOUNT = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_NOISE_SAMPLES = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_NOISE_SAMPLE_DISTANCE = 0.200000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_GLOBAL_AMOUNT = 0.400000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_GLOBAL_GAMMA_ADJUST = 1.200000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_INNER_EDGE_REFLECTION = 0.700000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_INNER_EDGE_FULLSCREEN_GLOW = 0.400000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_DIRECT_REFLECTION = 1.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_DIFFUSED_REFLECTION = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_FULLSCREEN_GLOW = 75.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_FULLSCREEN_GLOW_GAMMA = 3.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_FADE_AMOUNT = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_RADIAL_FADE_WIDTH = 100.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_RADIAL_FADE_HEIGHT = 100.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_LATERAL_OUTER_FADE_POSITION = -18.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_LATERAL_OUTER_FADE_DISTANCE = 20.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_CORNER_FADE = 10.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_CORNER_FADE_DISTANCE = 100.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_CORNER_INNER_SPREAD = 500.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_CORNER_OUTER_SPREAD = 160.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_CORNER_ROTATION_OFFSET_TOP = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HBR_CORNER_ROTATION_OFFSET_BOTTOM = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HTI_TOP_IMAGE_OPACITY = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HTI_TOP_IMAGE_BLEND_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   HTI_TOP_IMAGE_MASK_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_GAMMA_IN = 2.400000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_SIGNAL_TYPE = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_SIGNAL_GAMMA_TYPE = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_PHOSPHOR_CRT_GAMUT = 2.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_DISPLAY_COLOR_SPACE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_I_SHIFT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_Q_SHIFT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_I_MULTIPLIER = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_Q_MULTIPLIER = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_VIGNETTE_ON = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_VIGNETTE_STRENGTH = 40.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_VIGNETTE_POWER = 0.200000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_SEGA_LUMA_FIX = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BRIGHTNESS = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BLACK_LEVEL = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_CONTRAST = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_CONTRAST_PIVOT = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_WHITE_POINT_TEMP = 6504.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_SATURATION = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_VIBRANCE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_HUE_DEGREES = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_HUE_VS_SAT_RED = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_HUE_VS_SAT_GREEN = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_HUE_VS_SAT_BLUE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BLACK_RED_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BLACK_GREEN_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BLACK_BLUE_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_WHITE_RED_TINT = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_WHITE_GREEN_TINT = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_WHITE_BLUE_TINT = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_RED_GREEN_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_RED_BLUE_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_GREEN_RED_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_GREEN_BLUE_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BLUE_RED_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_BLUE_GREEN_TINT = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_LUT1_ON = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_LUT1_SIZE = 16.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_LUT2_ON = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GRADE_LUT2_SIZE = 64.000000.
[INFO] [ Shaders ]:      Load parameter value:   MDAPT_MODE = 1.000000.
[INFO] [ Shaders ]:      Load parameter value:   HSS_SCALEFX_ON = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GTU_MODE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GTU_SIGNAL_RESOLUTION = 256.000000.
[INFO] [ Shaders ]:      Load parameter value:   GSM_GLOW_GRADE = 0.300000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_GLOW_STRENGTH = 0.020000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_BLOOM_STRENGTH = 0.100000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_BRIGHT_BOOST_DARK_COLORS = 1.400000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_BRIGHT_BOOST_BRIGHT_COLORS = 1.150000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_INTERLACE_MODE = 3.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_TYPE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_1_2_SATURATION = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_SHAPE_CENTER_HIGH = 8.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_SHAPE_EDGES_LOW = 6.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_DARK_BEAM_SIZE_MIN = 1.350000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_BRIGHT_BEAM_SIZE_MAX = 1.050000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SCANLINE_OVERGROWN_BRIGHT_BEAM = 0.700000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_HORIZONTAL_SHARPNESS = 5.250000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SUBTRACTIVE_SHARPNESS = 0.400000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_PVM_LIKE_COLORS = 0.080000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_MASK_TYPE = 7.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_MASK_SIZE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_MASK_4_TO_6_DARK = 0.500000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_MASK_4_TO_6_LIGHT = 1.500000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_MASK_5_TO_7_CUTOFF = 0.250000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_MASK_0_7_STRENGTH = 0.300000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SLOTMASK_STRENGTH = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SLOTMASK_SIZE = 0.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SLOTMASK_WIDTH = 2.000000.
[INFO] [ Shaders ]:      Load parameter value:   GDV_SLOTMASK_HEIGHT = 1.000000.
[INFO] [ Shaders ]:      Number of Passes:  27
[INFO] [ Shaders ]:      Number of Textures:  11
[INFO] [ Shaders ]:        SamplerLUT1 = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\lut\16.png.
[INFO] [ Shaders ]:        SamplerLUT2 = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\lut\64.png.
[INFO] [ Shaders ]:        SamplerLUT3 = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\lut\other1.png.
[INFO] [ Shaders ]:        BackgroundImage = F:\Emulateurs\RetroArch\overlays\bezel\Logo\TV4.png.
[INFO] [ Shaders ]:        BackgroundVertImage = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\BackgroundImage_Carbon_3840x2160.png.
[INFO] [ Shaders ]:        TubeGlassImage = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\TubeGlassOverlayImage_3840x2160.png.
[INFO] [ Shaders ]:        DecalImage = F:\Emulateurs\RetroArch\overlays\bezel\Logo\TV4_Decal.png.
[INFO] [ Shaders ]:        NightLightingImage = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\NightLighting_3840x2160.jpg.
[INFO] [ Shaders ]:        LEDImage = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\Transparent_DummyTexture_16x16.png.
[INFO] [ Shaders ]:        TopLayerImage = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\Transparent_DummyTexture_16x16.png.
[INFO] [ Shaders ]:        TopLayerVertImage = F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\textures\Transparent_DummyTexture_16x16.png.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-prep-initial.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #0.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-grade\hsm-grade.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #1.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass0.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #2.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass1.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #3.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass2.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #4.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass3.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #5.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass4.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #6.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass0.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #7.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass1.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #8.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass2.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #9.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass3.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #10.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass4.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #11.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-gtu\hsm-gtu-pass1.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #12.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-gtu\hsm-gtu-pass2.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #13.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-linearize.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #14.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-linearize_scanlines.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #15.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-guest\hsm-get-linearize-pass.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #16.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-blur_horiz.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #17.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-blur_vert.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #18.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-guest\hsm-crt-guest-dr-venom-with-scaling.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #19.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-curvature-mapping.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #20.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-linearize-crt.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #21.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-blur-outside-screen-horiz.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #22.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-blur-outside-screen-vert.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #23.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\blurs\blur9x9.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #24.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\blurs\blur9x9.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #25.
[INFO] [slang]: Compiling shader "F:\Emulateurs\RetroArch\shaders\shaders_slang\bezel\shaders\HyperspaceMadness\hsm-mega-bezel-reflection.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #26.
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048 x 2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144 x 6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144 x 6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144 x 6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144 x 6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144 x 6144 (max 4294967295 level(s)).
1 Like

Holy S***, that worked. I had it set already to 4:3 but was doing int scale on both axis. I don’t suppose you have an explanation of why the horizontal is wrong and this fixes it and will this affect the CRT shader quality (Royale)?

1 Like

The horizontal will not be 4:3 when using integer scale on both axes, because the original pixel resolutions is not 4:3. For instance if the original resolution was 320x240 this is 4:3. But the Genesis ran at two resolutions, 256x224 and 320x224, both of which are not 4:3.

The main quality problems happen when the vertical scale is not integer scaled, not the horizontal scale, because by nature the horizontal axis is interpolated with beam dynamics.

3 Likes