I was trying to make Maister NTSC shader a bit more like Blargg filter, to use it on more systems than the ones where it is included.
I used the composite shader and applied the horizontal scale of the svideo one to make it less blurry. It makes something in-between Blargg composite and svideo somewhat, but still too blurry. There’s less ringing though which is nice. Then I added a sharpening pass.
I don’t know how to get rid of something which looks like a linear filtering to me. Like here if you watch the pipe and blocks black edges: NTSC sharp / CRT CGWG I really like how CGWG CRT makes those black lines thin, especially in Super Mario World which is the most obvious test to my eyes.
Anyway, I used 2 different sharpness shaders:
-First shaders\sharpen\adaptive-sharpen.cgp which is good for everything if not pushed too far. Over 0.4 makes some really visible artefacts.
-Then shaders est\lab\misc\sharpness.cg which can be pushed farther and makes for some really interesting results. But it can make artefacts in some scenarios, even with less sharpening than adaptive-sharpen. (like here in mario, on the top of the pipe plain light green strangely) It’s great in games where it works (Nec or Neo-Geo games look nice), you have to see it moving.
It’s in attachment if you want to test it. You can play with sharpness in the parameters for both.
If you have any idea about how to let CGWG CRT do most of the scaling, a better sharpness filter, you’re welcome.
edit: updated with cg/inc files I merged to make it easier to understand. Guess it’s that rgb / yiq conversion that makes linearisation of gamma impossible…