Please show off what crt shaders can do!

Uploading: 20200830_194354.jpg… what happened to square … :frowning:

Thanks, glad you like it. Try this one too. Tweaked brightness boost a bit and re-added subtractive sharpness. I think I prefer the subtractive sharpness after all; makes the edges look more natural.

Kinda hard to test things on my plasma TV because of the automatic brightness limiter but I think this is looking pretty good.

shaders = "8"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "WhitePointPass"
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/afterglow.slang"
filter_linear1 = "true"
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/avg-lum.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "true"
alias2 = "AvgLumPass"
float_framebuffer2 = "true"
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/linearize.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "LinearizePass"
float_framebuffer3 = "true"
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/blur_horiz.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
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/blur_vert.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "GlowPass"
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/linearize_scanlines.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/crt-guest-dr-venom.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "viewport"
scale_y7 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;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"
g_gamma_in = "2.500000"
g_signal_type = "0.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
wp_temperature = "8005.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
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 = "3.499996"
TAPSH = "1.000000"
GLOW_FALLOFF_H = "0.300000"
TAPSV = "1.000000"
GLOW_FALLOFF_V = "0.300000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "1.500015"
brightboost1 = "2.499999"
gsl = "0.000000"
scanline1 = "1.000000"
scanline2 = "23.000000"
beam_min = "2.000001"
beam_max = "1.000000"
beam_size = "0.000000"
h_sharp = "3.000000"
s_sharp = "1.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.000000"
shadowMask = "1.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.500000"
gamma_out = "3.500000"
spike = "0.000000"
inter = "400.000000"
interm = "1.000000"
bloom = "0.000000"
scans = "1.000000"
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"

Your image didn’t upload so I’m not sure what you’re referring to :sweat_smile:

3 Likes

@Nesguy I really like your preset and how you messed around with the gamma for great contrast. I messed with it a bit to work on my 4k screen and added dogway’s Glass to it. I like that tiny bit of color offset grade gives me. I’m not sure how to post 4k screens, so one is a crop and the other fullscreen resized into 1080.

shaders = "10"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "WhitePointPass"
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/crt/shaders/guest/afterglow.slang"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "shaders_slang/crt/shaders/guest/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
float_framebuffer3 = "true"
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/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/blur_horiz.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
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_vert.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
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/linearize_scanlines.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
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/crt-guest-dr-venom.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders_slang/misc/glass.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;Tuning_Sharp;Tuning_Persistence_R;Tuning_Persistence_G;Tuning_Persistence_B;Tuning_Bleed;Tuning_Artifacts;NTSCLerp;NTSCArtifactScale;animate_artifacts;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;g_csize;g_bsize;g_flicker;g_shaker;g_refltog;g_reflgrain;g_reflstr;g_fresnel;g_reflblur;gz;gx;gy;gzr;gzg;gzb;goxr;goyr;goxg;goyg;goxb;goyb;TO;PH;PER;ASAT;temperature;luma_preserve;wp_red;wp_green;wp_blue"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "-4.000000"
g_space_out = "-1.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.300000"
g_cntrst = "0.000000"
g_mid = "1.000000"
wp_temperature = "6505.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "-0.150000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.095000"
bg = "0.000000"
LUT_Size1 = "32.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "32.000000"
LUT2_toggle = "0.000000"
Tuning_Sharp = "0.100000"
Tuning_Persistence_R = "0.000000"
Tuning_Persistence_G = "0.000000"
Tuning_Persistence_B = "0.000000"
Tuning_Bleed = "0.500000"
Tuning_Artifacts = "0.000000"
NTSCLerp = "0.000000"
NTSCArtifactScale = "0.000000"
animate_artifacts = "1.000000"
SW = "1.000000"
AR = "0.070000"
PR = "0.010000"
AG = "0.070000"
PG = "0.010000"
AB = "0.070000"
PB = "0.010000"
sat = "1.000000"
lsmooth = "0.900000"
GAMMA_INPUT = "3.499997"
TAPSH = "10.000000"
GLOW_FALLOFF_H = "1.000000"
TAPSV = "10.000000"
GLOW_FALLOFF_V = "1.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "1.000000"
brightboost1 = "3.000000"
gsl = "0.000000"
scanline1 = "1.000000"
scanline2 = "23.000000"
beam_min = "3.000000"
beam_max = "1.000000"
beam_size = "1.000000"
h_sharp = "5.000000"
s_sharp = "0.000000"
csize = "0.000000"
bsize = "150.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.002000"
shadowMask = "1.000000"
masksize = "2.000000"
vertmask = "0.300000"
slotmask = "0.000000"
slotwidth = "3.000000"
double_slot = "1.000000"
slotms = "2.000000"
mcut = "0.250000"
maskDark = "0.400000"
maskLight = "1.500000"
CGWG = "1.000000"
gamma_out = "3.500000"
spike = "1.000000"
inter = "400.000000"
interm = "3.000000"
bloom = "0.000000"
scans = "0.500000"
g_csize = "0.000000"
g_bsize = "1200.000000"
g_flicker = "0.000000"
g_shaker = "0.000000"
g_refltog = "1.000000"
g_reflgrain = "0.000000"
g_reflstr = "0.050000"
g_fresnel = "0.500000"
g_reflblur = "0.600000"
gz = "1.100000"
gx = "0.000000"
gy = "-0.010000"
gzr = "1.000000"
gzg = "1.000000"
gzb = "1.000000"
goxr = "0.020000"
goyr = "-0.020000"
goxg = "0.000000"
goyg = "-0.010000"
goxb = "-0.020000"
goyb = "0.020000"
TO = "0.000000"
PH = "2.000000"
PER = "2.000000"
ASAT = "1.000000"
temperature = "6500.000000"
luma_preserve = "0.000000"
wp_red = "0.000000"
wp_green = "0.000000"
wp_blue = "0.000000"
textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3"
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"
4 Likes

Hi @BendBombBoom, I think you should be able to post 4K if you save it as .jpg first then post that image.

When you copy the image from somewhere and then try to paste in into the message I think it tries to upload a .png which ends up being too big.

@HyperspaceMadness It’s not that I can’t post 4k images it’s that not everyone has a 4k monitor. Either the image will like giant at fullsize or be downsized by the browser and the scanlines will look terrible.

1 Like

I think I found Mame_hlsl’s place. Whatever blending weirdness it’s doing with color and gamma allows for a very bright, punchy, and sharp image. This makes it great to emulate a VGA PC monitor. Venom is nice and soft it all the right ways for a CRT but I can’t get it to be as punchy without losing colors or details of the image.

shaders = "13"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "true"
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/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/crt/shaders/mame_hlsl/shaders/mame_ntsc_encode.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
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/mame_hlsl/shaders/mame_ntsc_decode.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "NTSCPass"
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/mame_hlsl/shaders/mame_color.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "ColorPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_prescale.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "PrescalePass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "viewport"
scale_x5 = "1.000000"
scale_type_y5 = "viewport"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_deconverge.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "DeconvergePass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "viewport"
scale_x6 = "1.000000"
scale_type_y6 = "viewport"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_scanline.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "ScanlinePass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "viewport"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_defocus.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "FocusPass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_post.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "PostPass"
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/mame_hlsl/shaders/mame_phosphor.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "PhosphorPass"
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/crt/shaders/mame_hlsl/shaders/mame_chroma.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "ChromaPass"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_distortion.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "DistortionPass"
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
scale_type_x12 = "viewport"
scale_x12 = "1.000000"
scale_type_y12 = "viewport"
scale_y12 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;Tuning_Sharp;Tuning_Persistence_R;Tuning_Persistence_G;Tuning_Persistence_B;Tuning_Bleed;Tuning_Artifacts;NTSCLerp;NTSCArtifactScale;animate_artifacts;ntscsignal;scanlinetoggle;chromatoggle;distortiontoggle;phosphortoggle;screenscale_x;screenscale_y;jitter;scanline_crawl;screenoffset_x;screenoffset_y;swapxy;humbaralpha;humbar_hertz_rate;shadowtilemode;shadowalpha;shadowcount_x;shadowcount_y;shadowuv_x;shadowuv_y;mask_offset_x;mask_offset_y;chromamode;conversiongain_x;conversiongain_y;conversiongain_z;power_r;power_g;power_b;floor_r;floor_g;floor_b;avalue;bvalue;ccvalue;ovalue;pvalue;scantime;notch_width;yfreqresponse;ifreqresponse;qfreqresponse;jitter_offset;col_rr;col_rg;col_rb;col_gr;col_gg;col_gb;col_br;col_bg;col_bb;col_offset_x;col_offset_y;col_offset_z;col_scale_x;col_scale_y;col_scale_z;col_saturation;converge_x_r;converge_x_g;converge_x_b;converge_y_r;converge_y_g;converge_y_b;radial_conv_x_r;radial_conv_x_g;radial_conv_x_b;radial_conv_y_r;radial_conv_y_g;radial_conv_y_b;scanlinealpha;scanlinescale;scanlineheight;scanlinevariation;scanlinebrightscale;scanlinebrightoffset;scanline_jitter_amount;defocus_x;defocus_y;phosphor_r;phosphor_g;phosphor_b;ygain_r;ygain_g;ygain_b;chromaa_x;chromaa_y;chromab_x;chromab_y;chromac_x;chromac_y;distortion_amount;cubic_distortion_amount;distort_corner_amount;round_corner_amount;smooth_border_amount;vignette_amount;reflection_amount;noise_amt;prescale"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "-1.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.000000"
wp_temperature = "5505.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "32.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "32.000000"
LUT2_toggle = "0.000000"
Tuning_Sharp = "0.100000"
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 = "255.000000"
animate_artifacts = "1.000000"
ntscsignal = "0.000000"
scanlinetoggle = "1.000000"
chromatoggle = "1.000000"
distortiontoggle = "0.000000"
phosphortoggle = "1.000000"
screenscale_x = "0.000000"
screenscale_y = "0.000000"
jitter = "0.000000"
scanline_crawl = "0.000000"
screenoffset_x = "0.001000"
screenoffset_y = "0.001000"
swapxy = "0.000000"
humbaralpha = "0.000000"
humbar_hertz_rate = "0.001000"
shadowtilemode = "0.000000"
shadowalpha = "0.400000"
shadowcount_x = "20.000000"
shadowcount_y = "2.000000"
shadowuv_x = "0.500000"
shadowuv_y = "0.500000"
mask_offset_x = "0.000000"
mask_offset_y = "0.053000"
chromamode = "3.000000"
conversiongain_x = "0.000000"
conversiongain_y = "0.000000"
conversiongain_z = "0.000000"
power_r = "1.000000"
power_g = "1.000000"
power_b = "1.000000"
floor_r = "0.000000"
floor_g = "0.000000"
floor_b = "0.000000"
avalue = "0.500000"
bvalue = "0.500000"
ccvalue = "3.579545"
ovalue = "0.000000"
pvalue = "1.000000"
scantime = "88.999428"
notch_width = "2.500000"
yfreqresponse = "5.199997"
ifreqresponse = "1.200000"
qfreqresponse = "0.600000"
jitter_offset = "0.000000"
col_rr = "1.000000"
col_rg = "0.000000"
col_rb = "0.000000"
col_gr = "0.000000"
col_gg = "1.000000"
col_gb = "0.000000"
col_br = "0.000000"
col_bg = "0.000000"
col_bb = "1.000000"
col_offset_x = "0.000000"
col_offset_y = "0.000000"
col_offset_z = "0.000000"
col_scale_x = "0.950000"
col_scale_y = "0.950000"
col_scale_z = "0.950000"
col_saturation = "1.200000"
converge_x_r = "-2.000000"
converge_x_g = "1.000000"
converge_x_b = "0.000000"
converge_y_r = "2.299999"
converge_y_g = "-1.100000"
converge_y_b = "-2.000000"
radial_conv_x_r = "0.000000"
radial_conv_x_g = "0.000000"
radial_conv_x_b = "0.000000"
radial_conv_y_r = "0.000000"
radial_conv_y_g = "0.000000"
radial_conv_y_b = "0.000000"
scanlinealpha = "0.750000"
scanlinescale = "1.000000"
scanlineheight = "0.100000"
scanlinevariation = "3.000001"
scanlinebrightscale = "1.499999"
scanlinebrightoffset = "0.000000"
scanline_jitter_amount = "0.250000"
defocus_x = "0.500000"
defocus_y = "0.000000"
phosphor_r = "0.450000"
phosphor_g = "0.450000"
phosphor_b = "0.450000"
ygain_r = "0.450001"
ygain_g = "0.950000"
ygain_b = "0.300001"
chromaa_x = "0.600000"
chromaa_y = "0.370000"
chromab_x = "0.310000"
chromab_y = "0.595000"
chromac_x = "0.155000"
chromac_y = "0.120000"
distortion_amount = "0.050000"
cubic_distortion_amount = "0.000000"
distort_corner_amount = "0.000000"
round_corner_amount = "0.050000"
smooth_border_amount = "0.030000"
vignette_amount = "0.080000"
reflection_amount = "0.050000"
noise_amt = "0.500000"
prescale = "2.000000"
textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3"
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"
1 Like

That looks really nice. I like it even better with the increased brightness boost. This will be my go to preset.

What game is the zoomed in screen from Boom?

Valkyrie Profile on the PS1, such a beautiful game.

Thought the UI looked familiar XD

@kmoney

Also check out mask number 3, I think it’s actually better for playing games because it works better with the LCD’s pixel grid. At least, I can actually see RGB dots when I get up close to the screen with mask 3. Mask 1 can cause a lot of chromatic aberration, fringing and the like due to interference from the LCD pixels, even though it’s more accurate to how a CRT mask looked. Mask 1 is better in screenshots.

subtractive sharpness - actually probably better to leave this off, after all. Off looks better overall, but you have to live with some high-contrast edges getting blurred away, which can cause some lost detail (drop shadows, black outlines around sprites etc).

changes from previous settings:

CRT mask type: 3.00
subtractive sharpness: 0.00
horizontal sharpness: 5.00

edit: if you do go with mask 3, I recommend also lowering the bright boost a little, maybe 1.35 / 2.35 dark/light.

4 Likes

Have you tried expanding the parameter ranges in Venom? Are you also using grade with Venom?

1 Like

The last venom preset he posted had grade in it, so I’d assume yes lol.

Missed that one somehow :stuck_out_tongue:

Nice shots in that post, too :+1:

@BendBombBoom have you also tried altering the color temp and CRT gamma based on region? There are suggesting settings for each region in the shader heading.

1 Like

@Nesguy I don’t know enough about color temps based on region. Your preset seemed too cold and turned the purplish sky in Super Mario Brothers to a solid blue. (On my monitor anyways.) I abuse the color settings in grade to try and get as much saturation with out killing the image. Here is my little torture test. (I have these games with saves states to bounce between.) Does Ryu or Ken in SF3 have clear color contrast in their red costume? (Does the cave background have all its subtle shading?) Does Sonic stand out from the sky? Is Panzer Dragoon too bright or dark? Is Alien Resurrection to bright or dark? And Sometimes is Super Mario Brothers that right shade of purplish blue? Oh and there is the Outrun cloud test you pointed out. Am I getting enough contrast in the white cloud?

1 Like

You could just take non-GPU screenshots and cycle through them with the built-in image-viewer core :slight_smile:

4 Likes

Thank you. That makes things much much faster for tweaking. I wonder why the ps1 doesn’t work? Everything ends up higher resolution than it should be.

1 Like

If you’re cycling through those without adjusting the gamma and color temp then you’ll drive yourself crazy. Check the grade shader in a text editor for the region-specific settings, it’s in the header thing.

The sky in SMB isn’t supposed to be purplish, that comes from using 6500K and NTSC-J is 9300K. 6500K is fine for NTSC and PAL, but PAL needs 2.8 gamma. Alien Resurrection is going to be way too dark at 2.5. I myself find 9300K to be too cold, so I use 8000K for NTSC-J. I think many CRTs had some intentional red push, so this might be more accurate.

Just a few screenshots before bed using the recent settings.

3 Likes

Thanks for the info. Do you know what the negative values for phosphor region are? For added color saturation I’ve been setting it to -4 and then tweaking the RGB saturation to prevent clipping. (Sometimes it’s way more trouble than it’s worth.)

2 Likes

Those are all defunct standards that were never really used AFAIK, although I can’t remember what they are, specifically. Most of them have colors that are more deeply saturated than what CRTs could produce. The settings higher than 0 are based on CRT phosphor primaries that were actually in use, 0 is just sRGB.

@dogway what are the negative values for CRT phosphor?

3 Likes