You mean mask 11 is size 1 for 4k? I think if I put size 1 the mask doesn’t show. I thought it was size 2 with of 8 height of 3… I think is size 2 or am I wrong?
The mask 11 definitelly shows with crt mask size of 1.0. It’s 4 px wide, for the info. If you want a low TVL mask with 4k it’s mask 6 with mask size 2.0 or mask 12.
Ok. Maybe I was doing something wrong with mask 11. I was puting it at size 2. Mask 12 is ok with size 1, if I put 2 it’s too big, that doesn’t happen with mask 11. And sorry for my ignorance. What is a low and High TVL? How do I know if my 14" Sanyo CRT is low or high TVL? Thanks for all your help…
TVL is a specification of a CRT display, measuring it’s horizontal resolution. If you put same sized phosphors on a small crt display and a big crt display, more will fit in the big one, so the big one has a greater TVL rating. Your 14" display is probably lower TVL tier.
Ok. Thanks a lot. You are doing good Job with your shaders… I’m really happy with it… Keep it up. I just was doubting about other things that I’m a bit ignorant and I just want to learn… Thanks for your help and time
New Release Version (2022-10-15-r1):
Notable changes:
- some masks brightness loss is moderate, so the compensation got adjusted (8 and 11)
- gamma correct parameter cleanup, parameter step adjustment
Download link:
https://mega.nz/file/FkADBSTa#jefjfIYyiI5Gsx_5KwKcoMr7rLHeF5uRvg_FMFnkW3M
I have a suggestion for a mask that will be pretty for 4k and maybe on lower resolutions.
It’s Red,Yellow,White,Cyan,Blue,Black or Blue,Cyan,White,Yellow,Red,Black (aperture style).
It can be mixed with slot mask settings, so you have 5 colors surrounded by black.
I want to try this mask.
New Release Version (2022-10-16-r1):
Notable changes:
- a new 4k mask added (mask 13, RYWCBx)
Download link:
https://mega.nz/file/JxYywBQR#tuNpqZ4rqTj9EhEWKVPfmLFUt5-0VA8kmdwLrLwyePw
Just a quick test so you can see this mask. Thanks @guest.r .
SIZEHB = "1.000000"
SIGMA_HB = "15.000000"
SIZEVB = "1.000000"
SIGMA_VB = "15.000000"
bloom = "0.750000"
shadowMask = "13.000000"
maskstr = "1.000000"
mcut = "1.000000"
mask_gamma = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "6.000000"
double_slot = "2.000000"
mclip = "0.000000"
Looks like a very nice addition for 4k setups indeed.
And it’s an even sized mask, so it can be staggered nicely and even used with 1080p:
Hey this game looks interesting, which game is it?
This is Xexyz on Nes,good game.
Looks like there’s a brightness advantage with mask 13 stagger 3 compared to mask 6 stagger 1. (Both used for a VGA look in DOS games.)
(1440p)
The lazy preset post returns. Screenshots come later, elsewhere.
shaders = "18"
shader0 = "../shaders/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/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/shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
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/shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../shaders/shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "NPass1"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../shaders/shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "../shaders/shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "../shaders/shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NtscPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "../shaders/shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "../shaders/shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "../shaders/shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "../shaders/shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "Pass1"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "../shaders/shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "../shaders/shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "GlowPass"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "../shaders/shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "../shaders/shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "BloomPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "640"
scale_type_y15 = "absolute"
scale_y15 = "480"
shader16 = "../shaders/shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "../shaders/shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
PR = "0.460000"
PG = "0.460000"
PB = "0.460000"
AS = "0.100000"
sat = "1.000000"
quality = "-1.000000"
ntsc_ring = "1.000000"
lsmooth = "0.600000"
interm = "0.000000"
iscan = "0.000000"
HSHARPNESS = "1.000000"
SIGMA_HOR = "0.550000"
S_SHARP = "1.100000"
HSHARP = "2.000000"
spike = "0.000000"
SIZEH = "50.000000"
SIGMA_H = "3.000000"
SIZEV = "50.000000"
SIGMA_V = "2.999999"
SIZEHB = "50.000000"
SIGMA_HB = "0.350000"
SIZEVB = "50.000000"
SIGMA_VB = "0.350000"
glow = "0.020000"
mask_bloom = "0.300000"
bloom_dist = "0.500000"
halation = "0.200000"
brightboost = "0.900000"
gsl = "2.000000"
scanline1 = "4.500000"
scanline2 = "10.000000"
beam_min = "0.800000"
beam_max = "1.499999"
beam_size = "0.000000"
scans = "0.150000"
scan_falloff = "2.000000"
shadowMask = "13.000000"
maskstr = "1.000000"
mcut = "1.000000"
maskboost = "1.649999"
mshift = "5.000000"
slotwidth = "6.000000"
gamma_out = "2.000000"
addnoised = "0.140000"
noisetype = "1.000000"
post_br = "1.300000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "../shaders/shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "../shaders/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/shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "../shaders/shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
For a moment I wasn’t sure if this was a miracle mask or if my brightness calibration skills had gone through the roof. The answer was both. Mask 13 is definitely brighter than the other masks. And I don’t see any brightness or tone differences between this config and raw, at max mask settings no less.
EDIT: Subtractive Sharpening reduced from 2.00 to 1.10. This will be in the screenshots later.
Mask shift / stagger is definitelly an interesting feature. This reminds me to add some more options… It’s nice for many users because you can nicely use wide masks with lower resolution displays.
The general brightness loss with mask 13 is quite moderate. Mask 10 is the darkest atm.
I really like this feature,you can have completely differents looks with some minor changes in settings beetween 2 presets.
Edit:
New Release Version (2022-10-17-r1):
Notable changes:
- new mask shift/stagger options, old presets are “safe”
- values with .5 decimal value have 2-lines of vertical shift/stagger effect
Download link:
https://mega.nz/file/NggFVBDI#E8QGTVpOieQ-KowYZvL73VJZMdL1TjYYdhI2vZ5OemU