For anyone interested, I just added Halation to my CRT-Geom ReShade port from CRT-Geom-Deluxe and changed Corner Blur and Corner Size from default to be more like in Guest-Dr-Venom :
OLD CRT-Geom :
NEW CRT-Geom :
OLD CRT-Geom :
NEW CRT-Geom :
For anyone interested, I just added Halation to my CRT-Geom ReShade port from CRT-Geom-Deluxe and changed Corner Blur and Corner Size from default to be more like in Guest-Dr-Venom :
OLD CRT-Geom :
NEW CRT-Geom :
OLD CRT-Geom :
NEW CRT-Geom :
Hello! My name is Axel and i’ve been working in a reshade preset for retroarch and all kind of content, using some shaders from other guys and porting some exclusives, here are the results, ill upload more photos if you like it:
Can you specify which shaders you ported over?
Yes, Mattsilagi ported for this proyect some Mame HLSL shaders like, defocus, deconvergence, color mame,phosphor and hyllian crt with option to detect resolutions and now we are trying to extract the halation and diffusion parts from crt royale to reduce the cpu/gpu load.
Here’s another one for you guys. So far the best things to compliment the guest shader to me are grade and glass along with some vignette and noise/grain but now I’m adding a composite pass from the “crtsim” shader, I think it completes the overall image. Here’s a before and after pic.
Before adding the composite pass:
And here’s after adding it:
Hope you all enjoy playing around with it.
shaders = "12"
shader0 = "shaders_slang/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/crtsim/composite.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/misc/grade.slang"
filter_linear2 = "true"
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/crt-gdv-new/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/crt-gdv-new/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/crt-gdv-new/gaussian_horizontal.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "viewport"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "viewport"
scale_x6 = "0.500000"
scale_type_y6 = "viewport"
scale_y6 = "0.500000"
shader7 = "shaders_slang/crt/shaders/guest/crt-gdv-new/bloom_horizontal.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
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/crt-gdv-new/bloom_vertical.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "BloomPass"
float_framebuffer8 = "false"
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-gdv-new/crt-guest-dr-venom2.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/crt-gdv-new/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"
shader11 = "shaders_slang/misc/glass.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
Tuning_Persistence_R = "0.000000"
Tuning_Persistence_G = "0.000000"
Tuning_Persistence_B = "0.000000"
Tuning_Bleed = "0.000000"
Tuning_Artifacts = "0.000000"
NTSCLerp = "0.000000"
NTSCArtifactScale = "0.000000"
PR = "0.010000"
PG = "0.010000"
PB = "0.010000"
g_space_out = "3.000000"
g_mid = "1.000000"
wp_temperature = "8004.000000"
g_sat = "0.500000"
g_lift = "-0.040000"
LUT_Size1 = "32.000000"
LUT_Size2 = "32.000000"
lsmooth = "0.900000"
GAMMA_INPUT = "3.499999"
interm = "5.000000"
bloom = "0.900000"
halation = "0.075000"
gamma_c = "1.280000"
brightboost = "2.000000"
brightboost1 = "3.000000"
scanline1 = "15.000000"
scanline2 = "5.000000"
beam_min = "2.499999"
beam_size = "0.700000"
h_sharp = "3.600001"
s_sharp = "1.000000"
BLOOM = "1.000000"
csize = "0.010000"
warpX = "0.030000"
warpY = "0.040000"
shadowMask = "-1.000000"
maskstr = "1.000000"
mcut = "0.250000"
mask_gamma = "3.499999"
slotmask = "1.000000"
gamma_out = "3.499999"
deconr = "-2.000000"
decons = "1.000000"
g_reflgrain = "0.700000"
g_reflstr = "0.100000"
g_fresnel = "0.500000"
gz = "1.100000"
gzr = "1.000000"
gzg = "1.000000"
goyr = "0.000000"
goyg = "0.000000"
TO = "0.000000"
ASAT = "1.000000"
PER = "2.000000"
temperature = "8004.000000"
textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
MaskTexture = "shaders_slang/crt/shaders/mame_hlsl/resources/aperture-grille.png"
MaskTexture_wrap_mode = "clamp_to_border"
MaskTexture_mipmap = "false"
NTSCArtifactSampler = "shaders_slang/crt/shaders/crtsim/artifacts.png"
NTSCArtifactSampler_linear = "true"
NTSCArtifactSampler_wrap_mode = "clamp_to_border"
NTSCArtifactSampler_mipmap = "false"
shadowMaskSampler = "shaders_slang/crt/shaders/crtsim/mask.png"
shadowMaskSampler_linear = "true"
shadowMaskSampler_wrap_mode = "clamp_to_border"
shadowMaskSampler_mipmap = "false"
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"
You shouldn’t need that stock pass no?
You’re right, I was just too lazy to take it out lol
Nbd, going through pics now.
I still haven’t updated the guest shader from the Mega uploads. When the latest update comes to the Retroarch repo I know I’ll have to tweak things over again
I’m on current (MEGA), will mess with it in the morning lol.
I’m gonna wait it out, every other day it gets updated lol. I know it’s shaping up to be one of the most complete shaders out there.
From top to bottom:
my arcade monitor preset (guest-venom)
consumer TV preset (crt-royale) >> photo doesn’t do it justice
custom PVM preset (crt-royale)
@crtseker
You can download these presets from the link below. I used 6x integer scale to take those screenshots so a 2K monitor (1440P) is recommended to achieve the same results.
https://drive.google.com/file/d/13kLa1G4a091GDOjIAjPOr-aWKlL5RUaF/view?usp=sharing
I still don’t know how to post settings in proper format. (Simply quoting the settings would end up like a mess to me because all the line breaks are gone)
Have you tried the preformatted text function?
You can use it by highlighting all the text you want to format and clicking the button between the quote and image upload buttons.
Not even you gotta use those 3 symbols on the keyboard, my phone doesn’t have it for some reason but it looks like this:
‘’’
The slanted ones though. So an example of posting a shader setting would look like this:
‘’’
XXXXXXXX
‘’’
The x’s represent the shader settings. Those 3 symbols have to be placed before and after your shader settings so one on the top, hit enter, post settings, hit enter then put them under your settings then it should look how mines look a few posts up.
If you’re on Android it’s there, just takes a min to find.
If you’re using google keyboard, go to the number pad part of the keyboard, then click on the “= \ <” button and its up in the top left.
So tldr; on Google keyboard click the ?123 button, then click the “= \ <” button, and it’s in the upper left.