@Nesguy It has the dotmask masks in there, it just defaults to cgwg’s mask (i.e., 0 instead of 2). If you replace the blur_horiz and blur_vert passes with stock, it kills the bloom altogether, which you might like (it also roughly doubles the speed of the shader on my system, so anyone unable to get full speed might want to take a look). You can also increase the ‘scanline bright’ parameter to >=1.0 to get a slight separation between full-bright/white scanlines.
This does indeed look a lot better to me and closer to the look I’m going for (which, if I haven’t already made it obvious enough, is an RGB CRT and not the low-quality TVs we grew up with).
It’s still a bit too slow to run full speed on the Intel NUC I’m using as an emulation box. I’d like to see a trimmed down version that just does scanlines, mask, scaling, color/gamma/white point adjustments, and sharpness/blur adjustments. I may attempt it, but I still don’t really understand multipass shaders using different scales 
Try replacing the first afterglow pass with stock, so all you have are the d65-50 pass, avg-lum and the actual crt pass with a bunch of stocks in between. That’ll be about as fast as it’ll go.
Still a bit too slow, oh well. I like the sharpness and white point adjustments in this shader.
I experienced the same problem as Arviel (Sapphire Radeon HD 6870). The shader downloaded directly from RetroArch needs to be fixed…
I tried this link and the shader worked correctly:
http://eab.abime.net/showpost.php?p=1295915&postcount=184
Great for Arcade games. Is the shader based on Arcade monitor?
Thanks.
That is due to the overscan option. Go into shader parameters and you should see it. Set to 0 to disable.
Seems okay here. Tell me which version has the problem (and what the “problem” actually is) and I’ll take a look.
Shader downloaded by RetroArch:
- The screen zooms in and out as reported by @Arviel.
- “Do Overscan” works, but even with 0.0 the image is cutted.
Shader downloaded with guest.r’s link:
- No problem with the screen.
- “Do Overscan” not works. No effect.
GLSL shader.
Thanks.
The screen zoom is intentional. That’s the raster bloom effect. Changing the “bloom percentage” parameter to 0.0 should disable it. It also works in conjunction with the overscan parameter, so setting it to 0.0 should eliminate the overscan cutting, as well.
@hunterk I think he’s referring to the castlevania video posted here: Please show off what crt shaders can do! which shows a broken raster bloom effect. I don’t think that effect can be intentional (just look at the video
)
Ah, yeah, you’re right. I’ll see what I can do on that.
EDIT: blegh, it’s related to trying to cut out mipmaps, which seem to be broken on GLES (I know, I know, using mipmaps was my own suggestion…). Anyway, it’ll just have to be broken on GLES.
guest.r’s shader seems to do some weird stuff to Beetle PSX’s (software) scaling: http://screenshotcomparison.com/comparison/127938
The STR on the left if probably the most noticeable thing off.
This is with the shader’s warp, bloom percentage and Do overscan options set to 0. I’m using the slang version. I thought maybe it had to do with the scanline cropping and image offset core options I’m using, but it still looks off with those set to default: http://screenshotcomparison.com/comparison/127939
I didn’t notice the same type of scaling problem with GPGX, SNES9x or PCE Fast. Even using scanline cropping in PCE Fast didn’t seem to have a problem.
Maybe try changing the filtering to linear on all of the passes? There might be some rounding issues with scaling of the passes.
How could be fixed?

Try it now. I added the mipmaps back in a few hours ago.
I updated the shader, but still the same problem…
RetroArch 1.7.5 (01/15/19), MAME 0.205, MK1.
I tested the shader with Street Fighter II: The World Warrior (MAME) without problem.




