Absolutely loving the convergence feature in the shader
I watched some youtube videos on convergence settings in real CRTs (the retro tech guy has some great videos adjusting stuff, like this one: https://www.youtube.com/watch?v=LvJC6f2dhww) and read a bit further about convergence in real CRTs, amongst others here: Convergence and purity in color CRTs
From what I understand there’s this separation between “static convergence” and “dynamic convergence” and in a real CRT both have their distinct adjustment methods / circuitry.
The wikipedia link above differentiates between static as being in the middle of the screen and dynamic as being towards the edges and corners.
Am I correct in thinking that your current simulation is simulating static convergence fully and dynamic convergence partly?
In my understanding dynamic convergence would add the possibility to be able to adjust individual color beams towards each of the four sides and corners individually. It would be as if you have a magnet on each of the four sides that can be controlled invididually per color. As a result convergence error could (as an example!) be different on the left and right side of the screen, because for example one beam has “inward” error and one “outward” landing error, as painted below for green and red for dynamic convergence.
I appreciate that your current implementation is already catching 95% of the visual convergence impact, so adding more of this dynamic convergence would only be cherry on the pie
Would love to hear your take on this. Thanks again for creating such a realistic simulation.