Great! You’re doing God’s work! It makes a nice difference in homeopathic amounts like you suggested. The penny dropped just after about 30 mins of tweaking that in fact I also need to increase the sharpness in the shader to compensate, otherwise there will be too much blur going on…
Indeed, I tried it and I think I prefer it to my previous method now. The only problem is that it’s more prone to moire in the lightest shades when anything is added to it (extra brightness with colour shader, or even just bloom or halation). Somehow it’s much more sensitive than my previous mask 0 + slotmask method.
For the record, this is my shader chain:
CRT-A2080 -> WinUaeMaskGlowAdvanced -> WinUaeColor
I think the problem is, at least with brightness and colour adjustments in the colour shader, that it disturbs the masks & scanlines too much. I’m quite sure this would be the ideal chain:
Brightness/Contrast/Saturation (on the raw image) -> CRT-A02080 -> WinUaeMaskGlowAdvanced -> WinUaeColor (profile only)
And indeed, if I raise the brightness using the “Brightness” control in WinUAE’s Display panel, then there’s zero extra artifacts, which makes perfect sense. It’s a shame because I really like this new Brightness control… But like you said, we’d need a better multipass shader architecture in WinUAE to be able to move the ReShade stuff into WinUAE with total control over the order of stages.
Anyway, not complaining, I can still obtain good results with this workaround