Can this shader pack be used directly with Mame, or its exclusive to RetroArch?
It’s only in Retroarch, it leverages a lot of the power of the stackable shading system in Retroarch
Would these reflective shaders be considered a form of ray tracing?
Heh, nope, no raytracing involved.
It really just takes the image from the crt, remaps it mirrored outside the screen, then blurs it.
Thanks for the reply.
Guess I’ll have to brush up my RetroArch skills and muster the courage to change my arcade from Mame to RetroArch.
Amazing shader by the way. Thank you for your hard work.
Cheers,
Hi @HyperspaceMadness, is there a way to compile the new version of the shader with the retroarch nightly?
Edit: I just did. Thank you.
You’re welcome! Glad you like it. A portion of this stuff I would do for myself, but I’ve taken it a lot farther because of feedback that people enjoy it
Good luck on the transition if you choose to move it over
One of the great things with Retroarch is if you want to run other emulators like console, most of them have retroarch cores so you can run them all in a very similar way and leverage the same shaders for all the different emulators/cores.
Hi ! Your NeoGeo_CD HSM is just awesome ! But you have made a mistake in the preset file. In this line :
LEDImage = “shaders_slang/bezel/shaders/HyperspaceMadness/textures/Transparent_DummyTexture_16x16.png”
I’ve made a correction for this working with :
LEDImage = “overlays/bezel/Logo/NeoGeo_CD_LED.png”
Thank you. But, it is not a mistake.
If you read my release post, in my thread, you’ll see that not only is the LED done using a different layer (Not the LED layer.) it is also not being used until the new version of the shader is released. You may change the line in the shader if you like but it will not change the way the shader is displayed. The LED will be hidden behind the bezel.
To be more clear, the “NeoGeo_CD_LED.png” is intended to be displayed on the bezel frame and requires newer shader masking modes and/or layer ordering to work, which is why it’s disabled on my current distributed preset.
It’s weird that with your default line, the shader won’t work. Need to change the line to see it working. Of course, the led is invisible, but the shader works. Don’t know why default value give me the failed message.
I don’t know why either. The same line is repeated three other times so changing the one should solve nothing, and it loads fine on my end.
Also, the requester has tested the graphic and reported no problems.
Some more snippets of the new shader, I added scaling and position offset of the shader so you can fake a “widescreen” like effect with driving games, or you can just get a similar effect to what the Big Blur preset does. Kind of fun
For anyone using the Alpha version of the shader from my Github it’s been updated. and there’s a preset you can try here: bezel\Mega_Bezel\Variations\MBZ__1__GLASS__GUEST-DrVENOM_Driving_Outrun.slangp
That, my friend, is super cool!!!
Yeah it just occurred to me this morning, the effect is not bad in motion, I think for these kind of games where there is a lot of motion the sort of Big Blur type of effect can be nicer because everything is travelling the same direction (away from the center of the screen)
I wanna try it with afterburner
Heh, yeah that occurred to me as well , I just tried it and it works pretty well, even when you tilt. If you point down a lot there starts to be more mismatch.
Wow, that really is the berries and quite an ingenious use of the Glass shader.
Some tests with some of @ArsInvictus graphics!
This is using an image to mask the reflection to mimic the bumpy plastic bezel surface
That is VERY interesting! How are you using the image exactly? A luminosity mask?