Yes. It makes no sense if your “Scanline Beam Shape Edges” value is already much increased. Aperture setups can pass without it more or less too.
But it’s also great for curvature presets, since pronounced scanlines tend to produce much more moire.
Yes. It makes no sense if your “Scanline Beam Shape Edges” value is already much increased. Aperture setups can pass without it more or less too.
But it’s also great for curvature presets, since pronounced scanlines tend to produce much more moire.
Ah ok. I was gonna say this new feature my not apply to my presets until you said
Anything to help reduce moire is a friend of mines. Depending on how strong the effect is I may end up cranking that setting to the max if it’ll help reduce moire lol.
RGB
BGR
RGB with GLOW
BGR with GLOW
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"
AS = "0.000000"
GAMMA_INPUT = "2.500000"
gamma_out = "2.200000"
interm = "0.000000"
m_glow = "1.000000"
m_glow_cutoff = "0.000000"
m_glow_low = "0.500000"
m_glow_high = "0.000000"
m_glow_mask = "0.000000"
SIZEHB = "1.000000"
SIGMA_HB = "0.050000"
SIZEVB = "1.000000"
SIGMA_VB = "0.050000"
bloom = "0.030000"
halation = "0.075000"
hmask1 = "0.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "-1.000000"
scanline1 = "70.000000"
scanline2 = "70.000000"
beam_min = "0.800000"
beam_max = "0.825000"
beam_size = "0.000000"
scans = "0.000000"
scan_falloff = "0.100000"
spike = "2.000000"
scangamma = "5.000000"
h_sharp = "4.900000"
s_sharp = "0.000000"
ei_limit = "0.000000"
sth = "0.000000"
c_shape = "0.050000"
bsize1 = "0.000000"
sborder = "0.250000"
shadowMask = "2.000000"
maskstr = "1.000000"
mcut = "2.000000"
masksize = "2.000000"
maskDark = "0.000000"
maskLight = "1.000000"
mask_gamma = "4.450000"
post_br = "1.700000"
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"
For the most part (unless you use shader specific scaling or cropping options) this is a core issue. Most of the time core provided is likely correct and is the same or close to 4:3 once borders are included, but sometimes you have to manually correct it and use a custom aspect for some cores/games to be accurate. For example the MSX cores, or PC (DOS) games which originated from other platforms.
Very nice! Very advanced tweaking strategy too…
New Release Version (2023-08-21-r1):
Notable changes:
Download link:
https://mega.nz/file/gg5GgarK#L6eHasLkZICrXLbH0y1nddWQpyoQwaNfgIdPPx1vZwQ
Guy rarely posts but whenever he does it’s always magical. Definitely a fan of his tweaks
Yeah, you should check the newest one definitely.
Just a reminder, there was a small update.
I’m on it soon as I get home lol
Thanks, I appreciate it!
hello is it for 4k screen?
I tested on my 4k screen but it should work on lower resolution maybe by decreasing the mask size (2.0 to 1.0). Edit: maybe it is not even necessary to touch the size of the mask.
Hi, maybe a dumb question (unfortunely, i haven’t read the whole topic) but is there a setting to apply this shader on vertical position for the vetical games? Thanks again regards
Under Screen Options, set the TATE parameter to 1.0 for vertical mode.
But you must use the standard version, namely “crt-guest-advanced”, it isn’t implemented in fast, HD, etc. versions.
Thank you for your quick answers. I will have a look on it after work. Regards and thanks again for your great shaders
The hires preset is failing to apply and so is the ntsc preset under the presets folder but not the one under crt folder. How do I resolve this?
Hires is obsolete and was removed, its better successor is the HD version.
Regarding the NTSC preset in presets folder, some don’t work anymore. Best to use the one in the crt folder or better to update it to the latest version from this thread. It’s currently just copy / paste / overwrite the existing presets and other files.
OK, very informative thread btw.