Nothing… When I replace stock to grade from retroarch menu and apply changes, retroarch show me a error notification… Same issue when if I only add a new shader pass (number 12) then load glass shader and apply… I don’t know what I am doing wrong…
Both shaders are on misc path
Edit: Scanline Type is -1.00.
Mask 3 i like for Arcade.
Update the shader folder.
Yes, it works now well after update shaders from Retroarch menu.
Thanks again!!!
New Release Version (01.03.2021-r1):
Notable changes:
- Overscan Y mode in standard version ‘corrected’.
- Halation tweaks, is nicer to medium intensity colors now.
- Some small SM version fixes included.
Download link:
https://mega.nz/file/g4RjkaRQ#-J40PD7wjIReCXT1SvnxnzwdoiLIPNG4wGVu2CEQ3WY
@guest.r I was taking some screenshots with my GDV-Advanced preset and noticed some artifacts caused by both Curvature and Corner (I have tested this to make sure they are the culprits) :
No Curvature, Corner or Blur :
Preset :
shaders = "11"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/linearize.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "800"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "BloomPass"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
parameters = "bogus_afterglow;PR;PG;PB;AS;sat;bogus_color;TNTC;LS;LUTLOW;LUTBR;CP;CS;WP;wp_saturation;BP;vigstr;vigdef;viground;lsmooth;GAMMA_INPUT;bogus_interlacing;inter;interm;inters;iscan;intres;downsample_level;prescalex;bogus_glow;SIZEH;SIGMA_H;SIZEV;SIGMA_V;bogus_bloom;SIZEHB;SIGMA_HB;SIZEVB;SIGMA_VB;bogus_brightness;glow;bloom;halation;gamma_c;brightboost;brightboost1;bogus_scanline;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;vertmask;scans;spike;bogus_filtering;h_sharp;s_sharp;smart_ei;ei_limit;sth;bogus_screen;TATE;IOS;OS;BLOOM;csize;bsize;warpX;warpY;overscanX;bogus_masks;shadowMask;maskstr;masksize;maskDark;maskLight;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;gamma_out;bogus_hdeconvergence;deconrr;deconrg;deconrb;deconrry;deconrgy;deconrby;decons;deconsmooth;addnoise"
bogus_afterglow = "0.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
AS = "0.070000"
sat = "0.100000"
bogus_color = "0.000000"
TNTC = "0.000000"
LS = "32.000000"
LUTLOW = "5.000000"
LUTBR = "1.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
BP = "0.000000"
vigstr = "0.000000"
vigdef = "3.600000"
viground = "8.000000"
lsmooth = "0.700000"
GAMMA_INPUT = "2.400000"
bogus_interlacing = "0.000000"
inter = "350.000000"
interm = "5.000000"
inters = "0.000000"
iscan = "0.200000"
intres = "0.000000"
downsample_level = "0.000000"
prescalex = "1.000000"
bogus_glow = "0.000000"
SIZEH = "6.000000"
SIGMA_H = "1.200000"
SIZEV = "6.000000"
SIGMA_V = "1.200000"
bogus_bloom = "0.000000"
SIZEHB = "4.000000"
SIGMA_HB = "0.700000"
SIZEVB = "4.000000"
SIGMA_VB = "0.700000"
bogus_brightness = "0.000000"
glow = "0.080000"
bloom = "0.080000"
halation = "0.080000"
gamma_c = "1.000000"
brightboost = "1.400000"
brightboost1 = "1.100000"
bogus_scanline = "0.000000"
gsl = "0.000000"
scanline1 = "6.000000"
scanline2 = "6.000000"
beam_min = "1.300000"
beam_max = "1.000000"
beam_size = "0.600000"
vertmask = "0.000000"
scans = "0.600000"
spike = "1.000000"
bogus_filtering = "0.000000"
h_sharp = "5.200000"
s_sharp = "0.500000"
smart_ei = "0.000000"
ei_limit = "2.000000"
sth = "0.200000"
bogus_screen = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
csize = "0.060000"
bsize = "120.000000"
warpX = "0.030000"
warpY = "0.030000"
overscanX = "0.000000"
bogus_masks = "0.000000"
shadowMask = "-1.000000"
maskstr = "0.300000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.500000"
mcut = "1.100000"
mask_gamma = "2.400000"
slotmask = "0.800000"
slotwidth = "1.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.500000"
gamma_out = "2.400000"
bogus_hdeconvergence = "0.000000"
deconrr = "0.500000"
deconrg = "-0.500000"
deconrb = "0.000000"
deconrry = "-1.000000"
deconrgy = "1.000000"
deconrby = "0.000000"
decons = "0.500000"
deconsmooth = "0.250000"
addnoise = "0.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/lut/custom_lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
I could not reproduce the miss-effect on my test pattern using the exact preset:
Could you try running the same pattern?
If you get artifacting with the latest version, you can try enable float framebuffer on the main pass.
This is a cool test image, could you share the source image?
Seems like the issue is on my end. No artifacts in your image. They are faint but you can see them in my screenshot (check the green bars on the side) :
Made a pure white 800x600 image to test. Same issue :
I’ll test again with a clean install of RA!
There are many variations on it, but here’s one: https://www.freepik.com/premium-vector/no-tv-signal-chanel-program-background-template_2695244.htm
another good one: https://freesvg.org/tv-test-screen-vector-illustration
You can also try to increase the coordinate multiplier with various passes.
An example:
vTexCoord = TexCoord * 1.000001
I’m pretty sure it’s a driver discrepancy and it would be very nice the issue would be resolved.
You can still try to use float framebuffer with the main pass as the corner value gets passed to the last pass.
Yeah, clean install didn’t work. Will try this. Do I replace this in every pass or just the main GDV-Advanced slang?
EDIT - Nevermind. Just saw you said various passes already, lol!
New Release Version (04.03.2021-r1):
Notable changes:
- Changed few lines of code which might caused artifacting with some adapters and settings.
- Downsampling is a notch better quality now.
Download link:
https://mega.nz/file/144FyAoZ#J322nF3AmpkPihBP6G0YhdSTXwYhYvuJkW3199DGQT4
I enjoy CRT Mask 6. I like it because I can get a very “dotty” style of mask similar to crt_royale. The only problem is the color get very dark and blue in high res content. (First shot with no shader, second with base venom_advanced crt mask 6.)
Checked the new update. The artifacts are not as obvious as before, but still there (also noticed the Colors and Bloom aren’t as washed out as before with Interlace Interpolation) :
Setting the main pass float_framebuffer9 = "true" didn’t help, neither did changing the vTexCoord = TexCoord * 1.000001 values (larger values just scaled the viewport). I also replaced every pass other than the main pass with a stock pass and the issue is still there.
I don’t mind it as much now though. I will just wait and get a new GPU (if they are in stock, lol), I’m currently stuck using the Intel iGPU. Are you using NVIDIA or AMD?
Wow… nice screenshots! Games look amazing, how you did that? I can’t find the shader that mixes crt + xbr.
I’m using AMD, which tends to have some tolerant handling of some situations. I think nVidia users should run the shaders well after some adaptations. With intel igpu’s i guess the fast version should be used, hope it runs a bit better in this case.
Hey @guest.r i really like your shader! Thanks for doing this! Love it on my 1080p screen! But want to see how it looks on 4k TV OLED, is there any setting in the shader parameters i should change since it’s a different resolution?
Indeed. The most attention could require mask settings. With narrow masks (0, 5, 7) and slotmask you might want to increase the Mask size parameter(s) to 2.0. Otherwise other aspects are interpolated, which also means you can get better overall look with 4k, more even scanlines etc.








