@kokoko3k FYI, following this report that apparently did concern your work, it is now possible for a shader to retrieve libretro’s rotation index.
Uhuh, great news, thank you very much!
Waiting for stable release to add support the proper way and ditch the hacky way i’m using till now.
Intger scaling is avaliable in git repo, enable it via:
“Override content geometry -> Integer scale.”
A few notes on it:
- It scales by taking height into account
- Luminosity dependant zoom must be turned off
- Inner zoom (in bezel group) is ignored
- Options in Override content geometry override integer scaling
- Bezel Frame zoom has to be set again (once) when enabling integer scaling:
Please, test and report if it works of for you!
Is this supported 8n all the graphics drivers?
Ah that’s great news!
Having a parameter to adjust layer matting in koko-aio would be a godsend, here’s the test preset you asked for.
Yes finally! I opened that issue but didn’t think it would be addressed quickly, so I went through a lot of gymnastics to get my presets looking right.
Yes! I solved the issue not by removing the matting altogether, but by the other Defringe option.
Thank you for pointing me in the right direction.
Thank you for implementing this feature!
I haven’t done a lot of tests yet but it seems to work fine. It it possible to allow us to choose a smaller scale factor? For 320x240 games, the shader perfectly scales to 1920x1440 on my 1440p monitor. which is great. What if I want to set the res to1600x1200 to see top and buttom bezels?
Thanks for your great work!
I was just suggesting you this, indeed.
As my general rule, if something can be done one time instead of 1920x1080x60 times per second, it is to prefer.
The problem you see is because there is the steepest transition between totally opaque and totally transparent pixel.
For instance this is the representation of your texture without the alpha channel:
Since the image to overlay does not matches the display 1:1, the pixels are blended to have a smooth representation of it.
To make it smooth, adiacent pixels values are averaged.
In your picture we have something like:
gray with maximum opacity (128,128,128,255)
near a white with minumum opacity (255,255,255,0)
which smoothed, may result in a 3rd pixel like: (208,208,208,128).
The 3rd pixel is the spurious one you see.
To get rid of it, it would be sufficient to change the rgb value of the source image which is under alpha to the one of the adiacent opaque pixel, or presmooth the image in the transition point, which is what defringe do, i think.
I don’t know if this is the same issue, or if this is helpful to you, but to eliminate that white border around my bezels, etc in the shader, as an alternative, I select the interior area in photoshop and expand by 1 or 2 pixels (to cover what would be the white border line) and then run the blur tool, on low strength, over it, and that eliminates the white border in Retroarch.
I hope this is helpful, but if it is not relevant, please disregard.
@Drybonz Thank you, this seems helpful. You should also try the Defringe feature in Photoshop/Layer/Matting/Defringe since it does all the work automatically.
And here we go, I adapted some good old @exodus123456 's TV overlays into koko-aio shader presets:
monitor_bloom_night preset
NTSC1_Day preset
tv-slotmask-bloom_NIGHT
DOWNLOADAs usual, unpack to: shaders/shaders_slang/bezel/koko-aio and go.
@kokoko3k I tried to take permission from exodus to include his works in the community presets repo, but I got no response, and there’s no “license” that I could find anyway, so I think it’s safe to upload this to the repo in a folder with Exodus’s name (I included source and credits already).
it is the other way around, unfortunately.
No license means no permission.
I checked his old forum post where he first posted these overlays but it seems that he disappeared, people used to modify his works with different ideas and he didn’t mind.
No license could simply mean no complications, since in the end, we’re preserving and improving his work, not stealing or claiming anything.
Really cool overlays he made back then, they still hold up, but not in the Overlay format, that stuff is obsolete imo.
He seems to have seen the picture here https://www.alamy.com/stock-photo-old-tube-television-crt-tv-17531603.html, then it “found” it for free here: https://www.theguardian.com/commentisfree/2015/sep/25/television-news-turnoff-bbc-sky#img-2 (the guardian credited the picture). Honestly, i don’t know what is the right thing to do, that pic costs 25$, but still it would be a waste of your time to reject it.
So an evasive solution is all I’ve now, Why don’t you open a github repo so that i can link it from mine? sorry…
Oh yeah… I found his overlays years ago and I still use a modified version of one of the Sony ones for my console shader borders… now with the benefits of megabezel.