There’s something strange going on here, the shader initializes with very large buffers (2048x2048 core res), then the buffers update to the smaller size.
I checked the Snes9X core and it does this difference in initialization, but the initial initialization is 1024x1024 instead of 2048
I checked the BSNes hd beta and it has a discrepancy like this too, although it’s initial size is 512x512
Makes me think I should investigate my “AbsoluteMaximum” pass size mode idea which would catch some of these things, because pushing 2048x2048 through a crt shader which will be rendered onto a monitor at 1080p is not giving you anything positive. It would also catch these situations where the initial size is wacky like this. A “AbsoluteMaximum” pass size mode would look at the incoming buffer’s resolution and limit the pass to what you tell it. It would probably stop 90% or all of the crashing which happens on shader load.
Sliding up the priority list… 
But I’m Not sure about the gamma though…
I made 2 different…Brighter an less brighter…
















