Whenever I try to load up the crt-guest-advanced shader I get the following failed error:
=== Build =======================================
Capabilities: ASIMD
[INFO] Built: Jun 7 2022
[INFO] Version: 1.10.3
[INFO] Git: 8ec1f32
[INFO] =================================================
ERROR: deconvergence.slang:525: 'ffloat' : undeclared identifier
ERROR: deconvergence.slang:525: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
[slang]: Failed to compile fragment shader stage.
[Vulkan]: Failed to compile shader: "/data/user/0/com.retroarch/shaders/shaders_slang/crt/shaders/guest/advanced/deconvergence.slang".
[Vulkan]: Failed to create preset: "/data/user/0/com.retroarch/shaders/shaders_slang/crt/crt-guest-advanced.slangp".
[Vulkan]: Failed to create filter chain: "/data/user/0/com.retroarch/shaders/shaders_slang/crt/crt-guest-advanced.slangp". Falling back to stock.
Just to confirm all the other shaders in the folder load up except vanilla guest advanced.


Ordinary bloom tends to wash out ntsc artifacting a bit and produces a different mask reduction distribution. I never felt too comfortable using ordinary bloom with some Mario games, for example.




It requires a couple or two layers of logic to produce the results and lots of testing, but i’m also very happy with the results. A screenshot of a crt display in the other thread showed some sharpening shadows with can be achived with the main filtering or sharpen pass. It’s some kind of proof crt displays dealt with the fuzziness issue.
Even though a lot of it is over my head, haha!