Thanks for you feedback!
New features are always welcome and I am very grateful to people like @HyperspaceMadness and @guest.r and all the other shader authors. I even think we’ve advanced absurdly from the starting point, and I’m want always updating my presets.
For those who create magical presets, based on the fantastic work of shader authors, yes, perhaps for them, it is ideal to trace their own versioning route. 
Interesting question. My criteria is very simple: a shader that’s fun to use. What I’m looking for is a shader with vibrant colors that pop out at you, a bright image that uses a nice looking Slot Mask, the “grittier” the mask the better.
I don’t think any shader will be perfect but it doesn’t hurt to try and reach for it as close as you can get, and that doesn’t just mean in terms of accuracy that could also mean in terms whichever direction each shader author is taking their presets in. Like mines, are my presets “crt accurate”? Not at all, they’re more a mix of basic crt attributes that invokes a nostalgic vibe with a modern twist.
As far as previous works being better, there’s not a single one of my past presets I would go back to after my last posting above. I don’t even save past presets because I’m all about moving forward never backwards. Of course there may be someone who may like a previous preset over the latest for whatever reason but that’s on the user to save them if they like them, plus I rarely came across a user that told me they liked a previous preset over the latest. It wouldn’t hurt to archive my past works but I’m simply not interested at the moment. I also love that guest brings in new features every now and then like the recent magic glow, it keeps things exciting and fresh.
This is also very important and has helped my presets become what they are today and also helped guest improve the shader which in turn helps us improve our presets, it’s like we both need each other lol. For example I’m pretty much the main reason there’s now a “grade” folder within the guest shader folder because I requested it. I like using grade in my presets and instead of constantly having to add the grade shader in separately so that I could make my different “white point” presets I figured it would be easier to just integrate it into the guest shader.
Besides everything I mentioned above sometimes it’s good to just chill out and just play some games after tweaking for hours and days, that’s why when guest doesn’t post an update for a while that’s the best time to get my presets at a level I like, put out a new pack and then just let it do its thing for a bit before looking for something to tweak again.
@Cyber you are very welcome to comment on the changes involved with the recent updates, because they can also be very useful.
I don’t like being the bearer of bad news…
It’s rather good news lol, because a bug was found. Slotmask wasn’t alligned with mask 6 if you used slotmask sizes greater than 1.0. It was fine with my testings now, but your feedback is also important. It had less to do with the mask layout, but i still reverted the change to RBG (slotmask relative) and it should look like on your pic.
The summary of recent development can be also found in the first post of the thread.
This is already covered by git history and forking. If you want to go back to an older revision, you can just ‘git checkout [revision hash]’. If you want to keep using that older version forever, just fork at that point or use a git submodule in your own repo that points to that specific revision.
Anyway, I updated the guest-advanced shaders in the slang repo.
Looks like it’s fixed to me.
This layout seems to be the Holy Grail for LG OLED TVs to be able to display RGB Triads properly.
Sorry if I asked this before, but which is this mask again?
Also, what slotmask sizes are you using?
No problem.
Mask 12, Size 1, Mask Layout 1 for Aperture Grill.
Plus width 7 for Slot_Mask (Because this mask is 7 subpixels wide and Slot_Mask width needs to match.
Height is any height you desire but in this case it’s 3.
Slot_Mask Size is 1.
Let’s rather continue here, since it has less to do with nice @sonkun’s presets.
- Good size 1 1080p masks are: 0, 1, 2, 3, 5, 6, 7, 8, 9, 10.
- Good size 1 1440p masks are: 1, 2, 3, 6, 9, 10,11.
- Good size 1 4k masks are: 11, 12, 13.
You can increase mask size for 4k, but not advisable for 1080p.
Hey @Duimon, here is the current mask list. If there are any uncertainties, just ask.
-1.0: no mask
0.0: a dense magenta-green mask
1.0: Lottes RGB mask with a some sort of slotmask
2.0: Lottes RGB mask
3.0: Lottes - a bit enlarged and shifted RGB mask
4.0: Lottes - 2x enlarged and shifted RGB mask, looks nicer with 4k+
5.0: a dense magenta green mask (trinitron mask controls)
6.0: RGB mask (trinitron mask controls)
7.0: Black-White mask (trinitron mask controls)
8.0: Black-White-White mask (trinitron mask controls)
9.0: magenta-green-black mask (trinitron mask controls)
10.0: RGBX mask (trinitron mask controls)
11.0: Red-Yellow-Cyan-Blue mask (nice for 1440p+) (trinitron mask controls)
12.0:RRGGBBX mask (looks nice with 4k+) (width 7.0) (trinitron mask controls)
13.0: Red-Yellow-White-Magenta-Blue-Black 4k mask (width 6.0) (trinitron mask controls)
With Mask Shift, you can also use masks that are by default suited only to higher res displays. E.g. mask 13 looks nice with shift 3 on my 1200p monitor, I assume it would still be suitable on a 1080p one also.
New Release Version (2023-02-08-r1):
Notable changes:
- Magic Glow hard-coded parameters are now available for normal tweaking, default look is a notch different, but barely notable (standard and ntsc versions).
- Magic Glow has now it’s own parameter section + minor change in Glow parameter description (standard and ntsc versions).
Download link:
https://mega.nz/file/E5AV3ZSD#xWMjY0Ei9RuW_EZQ20cXT3M76uSJsWrQzt8LEadvUB0
Excellent work on this!!! 
I was literally on my way here to post up two different settings for you to try out and get your opinion on, guess I’ll hold out and and see what this update is about to see if it changed anything, back to the drawing board lol. Thanks for the update.
Edit: looks like there’s been a little work done on magic glow. I’m assuming those new default settings is the “safe” settings to use if someone wanted to just enable magic glow and be done with it. The glow seems to display more “balanced” now. Not sure what you did but I’ll start playing with it.
Edit 2: Not bad @guest.r, I’ve managed to come up with something using these new glow settings. If you can please try to get this update to go upstream asap.
I really like this update, especially being able to adjust the “magic glow low/high strength” settings separately is useful.
EGA games presets:
shaders = "12"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
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/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/afterglow0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/pre-shaders-afterglow.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
float_framebuffer4 = "false"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
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/bloom_vertical.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BloomPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
GAMMA_INPUT = "2.500000"
gamma_out = "2.200000"
interm = "0.000000"
m_glow = "1.000000"
m_glow_cutoff = "0.000000"
m_glow_low = "1.000000"
m_glow_high = "0.000000"
m_glow_dist = "4.000000"
SIZEH = "50.000000"
SIGMA_H = "1.000000"
SIZEV = "50.000000"
SIGMA_V = "1.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.050000"
SIZEVB = "1.000000"
SIGMA_VB = "0.050000"
glow = "0.040000"
bloom = "0.050000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "70.000000"
scanline2 = "70.000000"
beam_min = "0.500000"
beam_max = "0.700000"
beam_size = "0.000000"
scans = "-0.300000"
scan_falloff = "0.200000"
spike = "2.000000"
scangamma = "5.000000"
s_sharp = "1.100000"
ei_limit = "0.000000"
sth = "0.000000"
c_shape = "0.050000"
bsize1 = "0.000000"
sborder = "0.250000"
shadowMask = "11.000000"
maskstr = "1.000000"
mcut = "2.000000"
maskDark = "0.000000"
maskLight = "1.000000"
mask_gamma = "5.700000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
smoothmask = "1.000000"
deconrr = "-1.000000"
deconrb = "1.000000"
deconrry = "-1.000000"
deconrby = "1.000000"
post_br = "1.810000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
Different preset :
shaders = "12"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
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/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/afterglow0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/pre-shaders-afterglow.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
float_framebuffer4 = "false"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
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/bloom_vertical.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BloomPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
GAMMA_INPUT = "2.250000"
gamma_out = "2.200000"
interm = "0.000000"
m_glow = "1.000000"
m_glow_cutoff = "0.000000"
m_glow_low = "1.000000"
m_glow_high = "0.000000"
m_glow_dist = "4.000000"
SIZEH = "50.000000"
SIGMA_H = "1.000000"
SIZEV = "50.000000"
SIGMA_V = "1.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.050000"
SIZEVB = "1.000000"
SIGMA_VB = "0.050000"
glow = "0.040000"
bloom = "0.300000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "70.000000"
scanline2 = "70.000000"
beam_min = "0.550000"
beam_max = "0.625000"
beam_size = "0.000000"
scans = "-0.300000"
scan_falloff = "0.200000"
spike = "2.000000"
scangamma = "5.000000"
s_sharp = "1.100000"
ei_limit = "0.000000"
sth = "0.000000"
c_shape = "0.050000"
bsize1 = "0.000000"
sborder = "0.250000"
shadowMask = "11.000000"
maskstr = "1.000000"
mcut = "2.000000"
maskDark = "0.000000"
maskLight = "1.000000"
mshift = "-2.000000"
mask_gamma = "5.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
smoothmask = "1.000000"
deconrr = "1.000000"
deconrb = "-1.000000"
deconrry = "1.000000"
deconrby = "-1.000000"
post_br = "1.270000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
VGA preset:
shaders = "12"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
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/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/afterglow0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/pre-shaders-afterglow.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
float_framebuffer4 = "false"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
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/bloom_vertical.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BloomPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
GAMMA_INPUT = "2.250000"
gamma_out = "2.200000"
interm = "0.000000"
intres = "0.500000"
m_glow = "1.000000"
m_glow_cutoff = "0.000000"
m_glow_low = "1.000000"
m_glow_high = "0.000000"
m_glow_dist = "4.000000"
SIZEH = "50.000000"
SIGMA_H = "1.000000"
SIZEV = "50.000000"
SIGMA_V = "1.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.050000"
SIZEVB = "1.000000"
SIGMA_VB = "0.050000"
glow = "0.040000"
bloom = "0.300000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "70.000000"
scanline2 = "70.000000"
beam_min = "0.550000"
beam_max = "0.625000"
beam_size = "0.000000"
scans = "-0.300000"
scan_falloff = "0.200000"
spike = "2.000000"
scangamma = "5.000000"
h_sharp = "15.000000"
s_sharp = "8.800000"
ei_limit = "0.000000"
sth = "0.000000"
c_shape = "0.050000"
bsize1 = "0.000000"
sborder = "0.250000"
shadowMask = "11.000000"
maskstr = "1.000000"
mcut = "2.000000"
maskDark = "0.000000"
maskLight = "1.000000"
mask_gamma = "5.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
smoothmask = "1.000000"
deconrr = "1.000000"
deconrb = "-1.000000"
deconrry = "1.000000"
deconrby = "-1.000000"
post_br = "1.300000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
Sexy pics there, you hardly post but whenever you do you always make it count. Yes @guest.r this update is the one, hopefully this one will be pushed upstream before I put the finishing touches on my next update pack, got a couple new goodies coming in this one real soon.
Edit: Also @guest.r, I noticed some slight frame dips in some of my presets, I thought it was just the ones where I combine them with other shaders but it also happens on my rgb one as well which is just your stock shader by itself. Frames go down to about 56-57 then back to 60 then sometimes wavers back and forth.
Not sure if the newly added magic glow is the reason but I noticed it on this recent update, I even get frame dips while in the menu.
A little new experimentation with magic glow.
I think the default value for the “high” parameter is a tad too much, so I’ve lowered it to 4. What strikes me the most is the color saturation (those blues!), even with the default “saturation” value and low bloom.
#reference ":/shaders/shaders_slang/crt/crt-guest-advanced-ntsc.slangp"
WP = "-50.000000"
m_glow = "1.000000"
m_glow_high = "4.000001"
glow = "0.100000"
bloom = "-0.200000"
bloom_dist = "0.600000"
halation = "0.100000"
brightboost = "1.000000"
brightboost1 = "1.000000"
warpX = "0.030000"
warpY = "0.040000"
csize = "0.010000"
bsize1 = "0.100000"
shadowMask = "11.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
smoothmask = "1.000000"
post_br = "1.100000"
I’m tweaking magic glow a bit atm, the blue saturation problem is solved i guess with my current private version. Presets which use the feature for increased contrast shouldn’t be affected, so no worries. As i mentioned before one can’t do such glow most properly, there is always a catch, but it’s getting better.
New Release Version (2023-02-11-r1):
Notable changes:
- Magic Glow tweaks (standard and ntsc versions).
Download link:
https://mega.nz/file/E4h0HByJ#Fdm1HuyKWJ34xEgJLrE8vTTY5WVh8W6zT8TFCL5o9Z4
At a quick glance everything still looks the same settings wise, you haven’t added or taken anything away or changed default values of any of the magic glow settings. You gave it some kind of speed boost in performance? I don’t notice those little random frame drops anymore either in the few games I tested.

