Mega Bezel Reflection Shader! - Feedback and Updates

I’m checking it now with Galaga88 and the integer scale does not seem to be working as I think is totally correct, The snap is ‘working’, it’s just that currently it’s coded so that if you use integer scale with vertical scanlines it forces integer scale on Both axes instead of just the horizontal

2 Likes

I did a fix to the repo if you want to try it out, now the when using vertical scanlines integer scale set to 1 will only integer scale the horizontal, and the vertical will be whatever it needs to be to keep the aspect ratio. Then if you set integer scale to 2 it will integer scale both horizontal and vertical.

Just a note about the repo, I can only vouch for the STD and ADV, and SMOOTH-ADV GDV presets working at the moment, glass seem to be working too

5 Likes

Hey, just curious, were you able to figure out anything with that 3D tilt issue?

2 Likes

Actually no I had forgotten about it, thanks for reminding me, I’ll probably take a look into what might be causing it sometime soon.

5 Likes

No problem, thanks for taking the time to look into it!

2 Likes

Work in progress of room bounce light, a basic start at the moment:

13 Likes

Looks good!

“Room bounce”? It doesn’t seem to be based on ambilight standalone, right?

1 Like

Is there a way to shrink the innerframe thickness? I can do that on the outer frame, but can you do it on the inner frame, where the reflection is?

1 Like

That would be the [ BEZEL GENERAL ]: >>> Height and Width parameters.

Two sections before the Frame parameters.

1 Like

That’s right this is just doing a quick sample from the 12px full screen glow pass and using that as the light source.

This is the first step to check that the lighting application is working with the new pre-composite layer groups (Foreground, Middleground, Background), as well as the existing night lighting feature

Koko-aio Ambi-light is still coming though :slight_smile:

6 Likes

Thanks! I missed that setting, it works :slight_smile:

Another thing, in vertical games, I got the scanlines the wrong way when using FBNeo. I have to set shader parameters to horizontal scanlines, then I got vertical scanlines. I think that FBNeo core change that automatically and also the shader at the same time? Or am I missing something? :slight_smile:

1 Like

We really need more info to answer that question. What core are you using, what version of the core, what game, what preset?

Also, a screenshot of the issue would let us see what you are seeing.

BTW. I have no issues when I run a test using a base preset or my FB-Neo presets.

Double check that you have followed the setup instructions in the first post, because my best guess is that your video settings allow core rotation is still set to on (it should be off)

In the future if you could post snapshot/screenshots with issues you are having this would help us understand what’s going on better.

1 Like

Using Windows 10 with RetroArch 1.15.0 FBNeo core v.1.0.0.03

MegaBezel Shader presets: MBZ_1_ADV.slangp, using latest Mega Bezel pack.

Video Scaling is set to full and core allow rotation is set to off.

For example the rom arkanoid

When I set scanline direction AUTO:

When I set scanline direction to Horizontal:

When I set scanline direction to Vertical:

I think the horizontal image looks correct? The scanlines are vertical in that image I think

turn on the shader’s debug text. Sometimes the orientation isn’t correctly detected.

Where do I turn on Shaders debug text?

It’s in Shader Parameters>“Show Resolution Info”. It gives us resolution and viewport info. Can you show us a screenshot of that?

1 Like

I get this too with arkanoid and fbneo. I saw this problem for the first time recently; could be related to the core; doesn’t appear to happen with MAME or any other – though obviously most vertical games are for arcade