Please show off what crt shaders can do!

The halos are more pronounced in this image but it’s still on the lower end of halos I’ve experienced via shaders.

All in all I think it’s going well, looking forward to you getting the edges fixed.

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I actually fixed the edges, it was a stupid typo that happened after I had copy pasted the code in here :stuck_out_tongue: . I boosted the max number of samples, and here’s everything at max settings

But honestly I think I like something a bit more subtle myself. Final results like these make me really happy. Of course, optimal settings might change from screen to screen :slight_smile:

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Took a while, but the crt-guest-dr-venom got a GLSL update. Now it’s on pair with the new SLANG version. A notable change is also, that’s running higher resolution content without much speed loss.

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Oh I wrote passes instead of phase, ntsc-pass1-svideo-3phase and ntsc-pass2-3phase to be precise.

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Been waiting for this post right here. Thanks a million. I noticed on the slang version in the parameters the Slot Mask Width can be adjusted down to 1.00 but the glsl version only goes down to 2.00. You think you can also add that small tweak to the glsl version?

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Sure, NP. :grinning:

I also added a new interlace mode for 30fps content, plays very well with a smooth filter.

https://mega.nz/#!Qlp1UCxa!8yyPA2LQ16qxE18zg1ivpGN2o8iO9JO_ERps9BHvrCU

No hurrries with updating the repo, but it would be nice. :smiling_face_with_three_hearts:

The shader has grown a lot and small details can be overlooked.

Thanks again for reminding.

Just want to show how the new interlace mode looks with a 1 width slotmask.

The new interlacing mode looks very nice IMO, correct screenshots can also be made. :wink:

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whew, that FF4 screenshot :exploding_head:

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I noticed the glsl version has been updated in the repo, is it more up-to-date than the slang version?

As some values for things are different between the two. Like of the top of my head after the void main, the float lum = blahblah(#, #) has different number values between the two repos. I’m just curious about if this was intentional or if was accidental.

Great work by the way, I just updated my slang version and it looks great!

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Wow, I need to replay FF8. I wish we had an FF8 remake instead…

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Okay so I finally figured out how to fake an 8K resolution (it kept giving me 8k screenshots that were mostly black, with just the on-screen portion being visible). It kicks the crap out of my laptop and RA becomes unresponsive for a minute or so, but here goes! :slight_smile: (It’s a 27MB file btw :astonished:!)

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Hahaha, my god that file size.Though it seems I have to get on my PC tomorrow to view this correctly, my phone is having none of it, lol.

I mean I can view it, but it’s fuzzy looking and the image freaks out when I zoom in. (Which I’m pretty positive isn’t how the image should look nor how it should function when I zoom in.)

BTW, how did you fake 8k in RA? I want to catch my PC on fire.

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So in Video>Fullscreen Mode I had to set fullscreen width to 7680 and height to 4320. In Video>Scaling I did the same with a custom aspect ratio (it should be something like 24x and 18x). Ideally you don’t want to save those settings, and when you’re ready to take a screenshot, press ‘F’ (to pay respects and also to fullscreen) and then F8. You might have to Alt-Tab out temporarily. There should be a new file in %APPDATA%\RetroArch\screenshots but it may take a while before it stops showing up as being 0kb. After a while I managed to press F in RA again to exit fullscreen. :smiley:

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No problem at all and I see the change after updating it as well. I love this shader so much I dubbed it along with royale and the mame_hlsl shader “The Big 3” as those are the 3 best shaders in the crt folder to me lol. Also love how Interlace Mode 2.00 stops the screen shaking but still does its job interlacing, haven’t come across any other shader that does that kind of magic. I’ll be playing around with this for a bit then post up some new screenshots sometime. Thank you so much for this amazing shader.

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I want you to know that YOU did this to me. :slight_smile: This is on MAX halation radius and I wouldn’t recommend this to anyone but it still runs fine!

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Trolololololo, to defend myself I wasn’t suggesting biggest halos, I was praising you low level subtle halos, lol.

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Subtle? I don’t know what that word means anymore :joy: but seriously it’s still configurable and I managed to get these big halos with the same amount of sampling/same performance hit as the smaller ones from my previous pictures, so this is actually an improvement. I think I’ll release the whole thing soon :slight_smile:.

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Here is a comparison shot between my grade+crt-royale preset, and the same but with rgb signal-bandwidth emulation in linear light.

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Could you please share your settings so I can get the shader looking like this on my setup? Thanks.

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Hey, NP. You can use real interlacing (mode 1.0 or smoothing (2.0)). Can create an empty file in the ‘shaders’ folder and copy the content over it.

Slang preset:

shaders = "10"
shader0 = "shaders_slang/crt/shaders/guest/lut/lut.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_slang/crt/shaders/guest/color-profiles.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
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/d65-d50.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
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/afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/blur_horiz.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/blur_vert.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/linearize_scanlines.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
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/crt-guest-dr-venom.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"
parameters = "TNTC;CP;CS;WP;wp_saturation;SW;AR;PR;AG;PG;AB;PB;sat;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
SW = "1.000000"
AR = "0.070000"
PR = "0.050000"
AG = "0.070000"
PG = "0.050000"
AB = "0.070000"
PB = "0.050000"
sat = "0.100000"
lsmooth = "0.900000"
GAMMA_INPUT = "2.400000"
TAPSH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
TAPSV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "1.400000"
brightboost1 = "1.150000"
gsl = "0.000000"
scanline1 = "6.000000"
scanline2 = "8.000000"
beam_min = "1.150000"
beam_max = "1.050000"
beam_size = "0.700000"
h_sharp = "1.250000"
s_sharp = "0.250000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.020000"
shadowMask = "5.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.800000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.200000"
maskLight = "1.000000"
CGWG = "0.300000"
gamma_out = "2.400000"
spike = "1.000000"
inter = "400.000000"
interm = "2.000000"
bloom = "0.500000"
scans = "0.500000"
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

I must be doing something wrong because I see prominent scan lines whereas in your pic I see none?

1 Like