You have the Bezel inner corner radius, and the screen black edge corner radius.
I predict your next release gonna be the best one yet, since the last release everyone with shader presets has been updating theirs everytime guest put out a new release and his latest releases added in some amazing sharpness settings for the ntsc versions, I’m sure my presets now look a lot better than whatever I gave you for the last release lol. Fun times ahead for everyone
The only thing I can ever still want from this amazing project, is a nice Vector shader which I can combine with FBneo high resolution, Rectroarch Vectrex core etc
Not even related to the shader, but I have SO many questions about “Olive Garden” Alien Soldier

Heh, so do I! Too funny, not sure where I found that one.
Now is the time to Infinite Breadsticks…
MBZ__5__POTATO.slangp, which can be successfully used on mobile phones. But there is a problem, this filter cannot set the night light effect, I don’t know if it can be added. Other filter phones are difficult to load, only this gpu occupancy rate is not high, accounting for about 50%.
If you use my presets, I have night presets for all the potatoes.
The night mode has to be done directly built into the image, outside of the shader.
“The night mode has to be done directly built into the image, outside of the shader.”,What does this sentence mean? There is an option to set HIGHLIGHT in the filter settings, but there is no light effect after adjustment.
The Night Lighting isn’t available with POTATO. @Duimon is saying, essentially, that Night Lightning doesn’t work so to use it the effect must be preapplied to an image, than the image must be used instead.
There are a few visible parameters in the Potato that do nothing. You would have to ask @HyperspaceMadness the specifics, but I assume there is some good reason the parameters are still there even though the feature has been removed. Most likely it has to do with making compiling all the presets easier.
AFAIK there is only the one image layer in the Potato, the background layer. All multi-layer image support has been stripped in all the passes. (There is no Tube Diffuse, Gel, or Static reflection layers in the CRT passes, even though the parameters are still there.)
A long time ago, I wrote a question here asking if it was possible to recreate the ‘flickering’ composite effect that I used to get with the analog shading pack (before the RA graphics update). As usual, I received generous, considered responses from OP and Duimon with suggestions on how I could recreate the effect with this shader pack. Nonetheless - despite hours of tinkering - I have not been able to reach the same ‘that’s it’ moment as I did with the old analog shader pack.
Gosh I have waffled on here, sorry!
But I guess my question is: Do any of you good folk look to recreate this effect, and have you had success in doing so? I notice any shader preview samples I see are usually images, whereas the composite flickering effect I look for only really comes across in video form. I may be more of a dinosaur than I thought lol!
Thanks all. Would love your perspectives on any and all of this 
I think the closest I’ve gotten is when I added the mame_ntsc shader into my chain, I get slight flicker while playing and that shader is the only shader I know of so far that gives you perfect rainbow banding for that Sonic waterfall effect. Try my shader pack out (load up the 8/16 bit shaders) and see if that helps, you can grab it here.
Greetings @midget35! I have some videos of my presets in action. I use subtle noise to mimic the interlacing/flickering/non-static nature of the CRT image while using a modern display.
I also made an Old-TV RF Interference preset that uses noise in a not so subtle way in order to simulate a snowy, noisy signal on an Old TV with an RF input.
Here are some videos of my recent presets in action.
I don’t have any videos of my Old TV preset in action but it might look similar to this old one I made a while ago:
You can get these and more in my CyberLab Mega Bezel Death To Pixels Shader Preset Pack here:
Back in the day I used to use a feature called “HSM Rolling Scanlines” to create a sort of humbar effect but I’ve “outgrown” those presets a long while ago.
I used to use Analog Shader Pack for years before the RetroArch update broke it and that was my inspiration for creating my own Shader Preset Pack.
I am eternally humbled by the replies I get from this community. Thank you, my friends! I shall put time aside this weekend to try these promising solutions. Thank you as always x
This is all absolutely incredible but I have a problem that I can’t find in a search of this thread. How do I get handheld stuff to scale correctly? Especially DS.
Also, where can I find Wii and Handheld overlays for this?
The DS and 3DS have there own presets, using the dual screen features of the shader. You must have the gap distance set to zero in the DS emulator, and you must use a vertical orientation. (Top, Bottom.)
The presets are in the “Variations” folder. (\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Variations)
There are…
Dual-Screen-3DS__ADV.slangp
Dual-Screen-3DS__ADV__DREZ-3DS-400x480.slangp
Dual-Screen-3DS__ADV__LCD-GRID.slangp
Dual-Screen-3DS__POTATO__GDV.slangp
Dual-Screen-3DS__STD.slangp
Dual-Screen-3DS__STD__DREZ-3DS-400x480.slangp
Dual-Screen-3DS__STD__LCD-GRID.slangp
Dual-Screen-3DS__STD-NO-REFLECT.slangp
Dual-Screen-3DS__STD-NO-REFLECT__LCD-GRID.slangp
Dual-Screen-DS__POTATO__GDV.slangp
Dual-Screen-DS__STD.slangp
Dual-Screen-DS__STD__LCD-GRID.slangp
Dual-Screen-DS__STD-NO-REFLECT.slangp
Dual-Screen-DS__STD-NO-REFLECT__LCD-GRID.slangp
The shader then lets you do a lot of tweaking to the size and placement of the two screens.
For example…
Here is the default Dual-Screen-DS__STD__LCD-GRID.slangp.
That’s amazing! How do I move the screens?
















