New CRT shader from Guest + CRT Guest Advanced updates

Can you share your slang file to compare? I have only done replace the first shader (stock) in guest-advanced file and copy xbr-lv2 shader to shaders/guest/advanced path:

shader0 = shaders/guest/advanced/stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = StockPass

TO

shader0 = shaders/guest/advanced/xbr-lv2.slang
filter_linear0 = false
scale_type0 = source
scale0 = 3.0
alias0 = StockPass

There isnt pre-x factor scale on xb2-lv2 or i dont see…

2 Likes

I’m pretty sure that the pre-x scale is a parameter in the Guest-Venom Advanced shader

2 Likes

Yes, pre-x scale was 1, now i have setted to 3… I am a total noob hahahahaha

Thanks!

4 Likes

yes when you go in shader parameter… put pre x factor scale at 3 … :wink: and give le news :wink:

the result is better… isn’t it ?

Good news, well me. (Idk if ya care guest XD)

I finally should have the free time to check out the new version of your shader today, the only issue I had with the one in the RA repo was the deconvergence (just don’t care for the controls and how it looks and works I guess), from me brief testing anyway

1 Like

Yes, thanks!! Its better :wink:

2 Likes

Alright tested the most recent mega build, deconvergence mucho better, are you using radial (haven’t looked at any code yet)?

The vignette I’m iffy on, I can’t really get a look I want from it, maybe shape wise idk but I think that may be do to how the vignette strength is being added to the output via strength param?

I’ll try and test more things lol.

1 Like

Vignette strength is to be combined with definition. Vignette definition determines if the effect is more around the edges of the image and how it progresses towards the center of the screen. With low roundness you can darken mostly corners or edges with a high value.

1 Like

I’ll play with it more in a bit for sure.

1 Like

Hi, @ckf92.

My settings for grade + crt-guest-advanced + glass:

  1. Load the crt-guest-advanced.
  2. Replace “stock” to “grade”.

Shader #0 - grade.slang

Shader #0 Filter - Nearest

Shader #0 Scale - 1x

  1. Add one more pass, the last, for glass.

Shader #11 - glass.slang

Shader #11 Filter - Linear

Shader #11 Scale - 1x

  1. Parameters that i change:

Grade

Phosphor (1:NTSC…): 1.00

Black Level: 0.03

Guest

Scanline Type: -1.00

CurvatureX: 0.03

CurvatureY: 0.04

CRT Mask: 3.00

Glass

Screen Flicker: 0.15

Screen Shake: 0.00

Zoom: 1.10

Afterglow OFF/ON: 0.00

3 Likes

It’s nice to see what people are using “grade.slang” for; I didn’t find much use for it.

2 Likes

Sorry mate, where can I get grade and glass shaders? I have found both but when I try to load them have problems…

1 Like

Nothing… When I replace stock to grade from retroarch menu and apply changes, retroarch show me a error notification… Same issue when if I only add a new shader pass (number 12) then load glass shader and apply… I don’t know what I am doing wrong…

Both shaders are on misc path

Edit: Scanline Type is -1.00.

Mask 3 i like for Arcade.

1 Like

Update the shader folder.

2 Likes

Yes, it works now well after update shaders from Retroarch menu.

Thanks again!!!

2 Likes

New Release Version (01.03.2021-r1):

Notable changes:

  • Overscan Y mode in standard version ‘corrected’.
  • Halation tweaks, is nicer to medium intensity colors now.
  • Some small SM version fixes included.

Download link:

https://mega.nz/file/g4RjkaRQ#-J40PD7wjIReCXT1SvnxnzwdoiLIPNG4wGVu2CEQ3WY

10 Likes

@guest.r I was taking some screenshots with my GDV-Advanced preset and noticed some artifacts caused by both Curvature and Corner (I have tested this to make sure they are the culprits) :

No Curvature, Corner or Blur :

Preset :

shaders = "11"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.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/advanced/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/advanced/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/advanced/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/advanced/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/advanced/gaussian_horizontal.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "800"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "BloomPass"
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/crt-guest-advanced.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
parameters = "bogus_afterglow;PR;PG;PB;AS;sat;bogus_color;TNTC;LS;LUTLOW;LUTBR;CP;CS;WP;wp_saturation;BP;vigstr;vigdef;viground;lsmooth;GAMMA_INPUT;bogus_interlacing;inter;interm;inters;iscan;intres;downsample_level;prescalex;bogus_glow;SIZEH;SIGMA_H;SIZEV;SIGMA_V;bogus_bloom;SIZEHB;SIGMA_HB;SIZEVB;SIGMA_VB;bogus_brightness;glow;bloom;halation;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;overscanX;bogus_masks;shadowMask;maskstr;masksize;maskDark;maskLight;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;gamma_out;bogus_hdeconvergence;deconrr;deconrg;deconrb;deconrry;deconrgy;deconrby;decons;deconsmooth;addnoise"
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"
LS = "32.000000"
LUTLOW = "5.000000"
LUTBR = "1.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
BP = "0.000000"
vigstr = "0.000000"
vigdef = "3.600000"
viground = "8.000000"
lsmooth = "0.700000"
GAMMA_INPUT = "2.400000"
bogus_interlacing = "0.000000"
inter = "350.000000"
interm = "5.000000"
inters = "0.000000"
iscan = "0.200000"
intres = "0.000000"
downsample_level = "0.000000"
prescalex = "1.000000"
bogus_glow = "0.000000"
SIZEH = "6.000000"
SIGMA_H = "1.200000"
SIZEV = "6.000000"
SIGMA_V = "1.200000"
bogus_bloom = "0.000000"
SIZEHB = "4.000000"
SIGMA_HB = "0.700000"
SIZEVB = "4.000000"
SIGMA_VB = "0.700000"
bogus_brightness = "0.000000"
glow = "0.080000"
bloom = "0.080000"
halation = "0.080000"
gamma_c = "1.000000"
brightboost = "1.400000"
brightboost1 = "1.100000"
bogus_scanline = "0.000000"
gsl = "0.000000"
scanline1 = "6.000000"
scanline2 = "6.000000"
beam_min = "1.300000"
beam_max = "1.000000"
beam_size = "0.600000"
vertmask = "0.000000"
scans = "0.600000"
spike = "1.000000"
bogus_filtering = "0.000000"
h_sharp = "5.200000"
s_sharp = "0.500000"
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 = "0.060000"
bsize = "120.000000"
warpX = "0.030000"
warpY = "0.030000"
overscanX = "0.000000"
bogus_masks = "0.000000"
shadowMask = "-1.000000"
maskstr = "0.300000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.500000"
mcut = "1.100000"
mask_gamma = "2.400000"
slotmask = "0.800000"
slotwidth = "1.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.500000"
gamma_out = "2.400000"
bogus_hdeconvergence = "0.000000"
deconrr = "0.500000"
deconrg = "-0.500000"
deconrb = "0.000000"
deconrry = "-1.000000"
deconrgy = "1.000000"
deconrby = "0.000000"
decons = "0.500000"
deconsmooth = "0.250000"
addnoise = "0.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
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"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/lut/custom_lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
5 Likes