New CRT shader from Guest + CRT Guest Advanced updates

Former implementation used exp2, now it uses exp with exact sigma implementation, which means quite better control. Ofc. you can under-develop it or produce a harsh threshold, but increasing the number of taps usually helps a lot.

2 Likes

That’s great, I think I worked off of your blur for a bunch of the blur I use for the Mega Bezel reflection, and when adjusting the spread amount (I think it was called grade) it had a very non-linear ramp effect as you your range got smaller.

2 Likes

I noticed that a large gap between beam shape low/high resulted in clipping so that’s why I have both set to the same value, I increase it to add back saturation after boosting brightness.

I still don’t really get it, lol. Beam shape low lower than beam shape high = faster transition to black from scanline center, “flatter” scanlines?

Beam shape low equal to beam shape high = perfectly rounded scanlines?

Sorry to distract from the current conversation!

1 Like

@Dogway

Noticed some stuff I wasn’t liking in the gdv preset. Not sure if it’s related to beam dynamics or something else, though.

This is looking somewhat better to me, but what do your tests say? Also, can you explain briefly how you’re testing?

shaders = "8"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
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/crt-gdv-new/afterglow0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
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/crt-gdv-new/pre-shaders-afterglow.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
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/crt-gdv-new/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
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/crt-gdv-new/linearize.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
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/crt-gdv-new/blur_horiz2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_vert2.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "viewport"
scale_y7 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;bogus_afterglow;PR;PG;PB;AS;sat;bogus_color;TNTC;CP;CS;WP;wp_saturation;lsmooth;GAMMA_INPUT;bogus_glow;SIZEH;GLOW_FALLOFF_H;SIZEV;GLOW_FALLOFF_V;bogus_brightness;glow;bloom;gamma_c;brightboost;brightboost1;bogus_scanline;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;vertmask;scans;spike;bogus_filtering;h_sharp;s_sharp;smart_ei;ei_limit;sth;bogus_screen;TATE;IOS;OS;BLOOM;csize;bsize;warpX;warpY;bogus_masks;shadowMask;masksize;maskDark;maskLight;CGWG;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;bogus_interlacing;inter;interm;gamma_out"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "0.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
wp_temperature = "7505.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
bogus_afterglow = "0.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
AS = "0.070000"
sat = "0.100000"
bogus_color = "0.000000"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
lsmooth = "0.750000"
GAMMA_INPUT = "2.400000"
bogus_glow = "0.000000"
SIZEH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
SIZEV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
bogus_brightness = "0.000000"
glow = "0.000000"
bloom = "0.000000"
gamma_c = "1.000000"
brightboost = "2.000000"
brightboost1 = "2.499997"
bogus_scanline = "0.000000"
gsl = "0.000000"
scanline1 = "12.000000"
scanline2 = "14.000000"
beam_min = "1.500000"
beam_max = "1.000000"
beam_size = "1.000000"
vertmask = "0.000000"
scans = "1.000000"
spike = "1.000000"
bogus_filtering = "0.000000"
h_sharp = "4.400001"
s_sharp = "0.000000"
smart_ei = "0.000000"
ei_limit = "2.000000"
sth = "0.200000"
bogus_screen = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
bogus_masks = "0.000000"
shadowMask = "-1.000000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.000000"
CGWG = "0.500000"
mcut = "0.500000"
mask_gamma = "2.400000"
slotmask = "0.500000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.000000"
bogus_interlacing = "0.000000"
inter = "350.000000"
interm = "1.000000"
gamma_out = "2.400000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
1 Like

I wasn’t to happy with the first implementation, second was a patch which solved low range glow, but when i switched to last version it figured the control is quite better.

As i mentioned, adding some taps does very beneficial, sticking to range of 1 will produce cutted effects in any case.

If you set both beam shapes to 12.0, you will get faster darkening on scanlines. Then you can try to set the ‘beam shape low’ to 1.0 and report what happens. :wink:

4 Likes

That’s awesome :star_struck:, and looks very nice!

Yeah you definitely need a sufficient number of taps for how wide you are trying to go :slight_smile:

I’m really digging the second shot, but ngl the first one has a nice smooth transition tbh.

Can it go any lower than the second shot without causing issues?

I’m testing on a 8-bit linear greyscale ramp without grade (to check only scanlines), those in test-suites are 5-bits or so. Then checking the output curve on an histogram, in my case I use Nuke but any histogram will do (Resolve, Avisynth, Natron I guess) against the linear ramp.

GreyscaleRamp

I try to compensate the normalized curve with a gamma node to check its deviation, it should be 0.88 (2.5/2.2) - 0.90 (2.5/2.25). But I only care for the lower range, up to 0.5, above that glow and other things come into play.

I think we need to set into stone the shape low/high values because they affect too much the gamma curve when it’s supposed to affect only the scanline “roundness”. I see guest.r gave us some clues so after you come with some presets I can recalculate the gammas for the beam shapes.

3 Likes

These are not the only variables. It also depends on ‘scanline - dark/bright pixels’ shape, scanline type used, brightboost dark/bright and also scanline type 1&2 do some brightness correctures, up to equivalent of brightboost dark of 1.5. I think it’s good to know that it can be compensated with brightboost (dark) the most, maybe even with gamma_correct, which is a sort of brightboost dark, but with different distribution.

4 Likes

Okay, I think I get how the beam shape thing works now. A large gap between the two looks strange to me, lots of clipping and washout, but that’s likely due to other settings I’m using (bright boost).

Good to know! Is this a dynamic or fixed correction amount?

That’s so hard to do because there are so many interactions between the settings and everything is relative. I’ll see what I can come up with though. I already think that I need to lower dark pixels bright boost relative to bright pixels bright boost even though this substantially alters the gamma curve. Oh well, it’s the final measured gamma that really matters.

1 Like

Yes I know there are many variables around so I’m kind of waiting for Nesguy to come up with some reasonable presets so I don’t have to calculate for all the permutations. I only care for Scanline Type, Scanline Beam and Scanline Shape. I understand “bright boost dark” and “gamma correct” are noops at default values.

All in all I think that having a default phosphor gamma (glows aside) of 0.888 should be desirable as that’s the typical P22 transfer function.

I tested with default values, only raising “scanline - beam dark pixel” to 1.80 and the beam dynamics response looks linear not a power law gamma, or am I wrong?

Normalized phosphor response with “scanline - beam dark pixel” = 1.80

1 Like

Black level should be a lot more accurate, now. I think my old approach still works: we should avoid doing anything that boosts dark pixels and only boost bright pixels until we get clipping or the colors wash out.

Autobrightness on my plasma is making this a real PITA to adjust, though. Probably this is something that can be fine-tuned based on the display’s capabilities. Scanline dark can maybe go a bit higher on a display with a higher black, for example.

Even the mask comes into play, I find that removing the mask completely makes things harder, though. The mask adds some saturation/darkness back to highlights which helps with clipping (I think).

Here’s what I’ve got for now, hopefully you can work with this.

shaders = "8"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
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/crt-gdv-new/afterglow0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
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/crt-gdv-new/pre-shaders-afterglow.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
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/crt-gdv-new/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
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/crt-gdv-new/linearize.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
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/crt-gdv-new/blur_horiz2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_vert2.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "viewport"
scale_y7 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;bogus_afterglow;PR;PG;PB;AS;sat;bogus_color;TNTC;CP;CS;WP;wp_saturation;lsmooth;GAMMA_INPUT;bogus_glow;SIZEH;GLOW_FALLOFF_H;SIZEV;GLOW_FALLOFF_V;bogus_brightness;glow;bloom;gamma_c;brightboost;brightboost1;bogus_scanline;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;vertmask;scans;spike;bogus_filtering;h_sharp;s_sharp;smart_ei;ei_limit;sth;bogus_screen;TATE;IOS;OS;BLOOM;csize;bsize;warpX;warpY;bogus_masks;shadowMask;masksize;maskDark;maskLight;CGWG;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;bogus_interlacing;inter;interm;gamma_out"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "0.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
wp_temperature = "7505.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
bogus_afterglow = "0.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
AS = "0.070000"
sat = "0.100000"
bogus_color = "0.000000"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
lsmooth = "0.750000"
GAMMA_INPUT = "2.400000"
bogus_glow = "0.000000"
SIZEH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
SIZEV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
bogus_brightness = "0.000000"
glow = "0.000000"
bloom = "0.000000"
gamma_c = "1.000000"
brightboost = "2.000000"
brightboost1 = "2.499997"
bogus_scanline = "0.000000"
gsl = "0.000000"
scanline1 = "12.000000"
scanline2 = "14.000000"
beam_min = "1.500000"
beam_max = "1.000000"
beam_size = "1.000000"
vertmask = "0.000000"
scans = "1.000000"
spike = "1.000000"
bogus_filtering = "0.000000"
h_sharp = "4.400001"
s_sharp = "0.000000"
smart_ei = "0.000000"
ei_limit = "2.000000"
sth = "0.200000"
bogus_screen = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
bogus_masks = "0.000000"
shadowMask = "-1.000000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.000000"
CGWG = "0.500000"
mcut = "0.500000"
mask_gamma = "2.400000"
slotmask = "0.500000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.000000"
bogus_interlacing = "0.000000"
inter = "350.000000"
interm = "1.000000"
gamma_out = "2.400000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"

@dogway based on my very technical Outrun tests, I think something around 14.00/14.00 for beam shape low/high is close to “neutral” when used with the other settings I posted. 18.00/18.00 doesn’t gain anything in terms of depth/range, 10.00/10.00 loses detail, and combos like 10.00/14.00 or 14.00/18.00 also lose detail; this gets worse with larger gaps.

1.50 - 1.80 for scanline dark seems right; I used 1.70 for these tests.

Color temp may also be a factor! :open_mouth:

2 Likes

I hope @Tatsuya79 doesn’t mind, I took his settings and adjusted bright boost via the Outrun test.

shaders = "8"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
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/crt-gdv-new/afterglow0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
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/crt-gdv-new/pre-shaders-afterglow.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
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/crt-gdv-new/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
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/crt-gdv-new/linearize.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
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/crt-gdv-new/blur_horiz2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_vert2.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "viewport"
scale_y7 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;bogus_afterglow;PR;PG;PB;AS;sat;bogus_color;TNTC;CP;CS;WP;wp_saturation;lsmooth;GAMMA_INPUT;bogus_glow;SIZEH;GLOW_FALLOFF_H;SIZEV;GLOW_FALLOFF_V;bogus_brightness;glow;bloom;gamma_c;brightboost;brightboost1;bogus_scanline;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;vertmask;scans;spike;bogus_filtering;h_sharp;s_sharp;smart_ei;ei_limit;sth;bogus_screen;TATE;IOS;OS;BLOOM;csize;bsize;warpX;warpY;bogus_masks;shadowMask;masksize;maskDark;maskLight;CGWG;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;bogus_interlacing;inter;interm;gamma_out"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
wp_temperature = "7505.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
bogus_afterglow = "0.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
AS = "0.070000"
sat = "0.100000"
bogus_color = "0.000000"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
lsmooth = "0.750000"
GAMMA_INPUT = "2.400000"
bogus_glow = "0.000000"
SIZEH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
SIZEV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
bogus_brightness = "0.000000"
glow = "0.000000"
bloom = "0.000000"
gamma_c = "1.000000"
brightboost = "1.000000"
brightboost1 = "1.399999"
bogus_scanline = "0.000000"
gsl = "2.000000"
scanline1 = "6.000000"
scanline2 = "32.000000"
beam_min = "1.300000"
beam_max = "1.000000"
beam_size = "0.600000"
vertmask = "0.000000"
scans = "0.600000"
spike = "0.000000"
bogus_filtering = "0.000000"
h_sharp = "3.600001"
s_sharp = "1.000000"
smart_ei = "0.000000"
ei_limit = "2.000000"
sth = "0.200000"
bogus_screen = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
bogus_masks = "0.000000"
shadowMask = "-1.000000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.300000"
mcut = "1.150000"
mask_gamma = "2.400000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.500000"
bogus_interlacing = "0.000000"
inter = "350.000000"
interm = "1.000000"
gamma_out = "2.400000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
2 Likes

Why are there so many settings labeled bogus_ whatever now?

2 Likes

Now that I’m more awake I’m going to guess it’s to find the new settings faster via code I assume.

They are picked up in the saved preset, but they are needed afaik for parameter menu entries, which label the parameter sections. Hence the prefix ‘bogus’ so folks wouldn’t think they are relevant otherwise.

2 Likes

Bill & Ted’s Totally Bogus Interlacing? :grin:

3 Likes

Then my suggestions for scanline beam dark pixels do apply (although I would still like to see an exponential response).

By the way, I see you are still on a very old version of grade, I think with the recent updates it is very safe to use, download from my repo.

1 Like

New version will incorporate scanline brightness changes, it should become predictable regarding all scanline parameters, as the general shaping will be always directed into darkening.

Edit: Setting max. glow parameters (range, sigma) relative to low res content. I think it will be enough in general. :relaxed:

5 Likes