Thank you this works superb! I made a before and after screenshot comparison, and the difference is practically negligible. This is with same sharpness setting (5.20) for both situations, great!
Note: The “vec4 SourceSize” adjustment does not seem necessary, as it makes the picture at sharpness 5.20 a bit too blurry. EDIT: I think I need to test that a bit further by raising sharpness and see how it then compares.
Would it be possible to add this as a switch to your NTSC shader, or call it “RGB” mode (composite/s-video/rgb) that effectively disables the first two passes? Or does it need a separate preset?
Regardless of the above: could you maybe add the following two features from your main shader to the NTSC schader?:
- Gamma correct
- “Darken Scanline ‘edges’”
I guess it can’t hurt, only make things better?
EDIT:
been playing around a bit more with the ntsc shader without the two ntsc passes for use with the PUAE core, and I think the default settings are looking pretty great, well done . I only changed the vertical glow radius by half, as I think the 2:1 pixel ratio also created this ratio for the glow, and with the V radius halved it looks nicely 1:1 hor/vert glow. Also interlaced screens look pretty great. All around very nice!
I’m not sure whether it would be possible, but of course the nicest thing would be if you could detect the source horizontal resolution and switch between the 6 and 12 texel interpolation accordingly (and maybe halve vert glow if in 12 texel mode), that could make it work for the dynamical resolution switching in the PSX core too?
EDIT2: did a test with the NTSC shader, replacing both NTSC passes with stock, but leaving the scaling factors for both of them as configured (4 and 0.5) and tried this on the SNES core. Just to compare with regular shader, and I have to say I like the “NTSC-stripped” quite a bit as an alternative to the regular shader. The “ntsc-stripped” one is capable of giving a softer image, without becoming blurry. Quite nifty .