Please show off what crt shaders can do!

Not in my case. Though I’m sure some old crt TVs were like that.

Anyway, if it isn’t your case too, there are other sharp presets inside the package.

2 Likes

One of the cheapest LG displays and a weird screen from China. :money_mouth_face:

I was wondering if it would be possible for you to implement a mask-strength parameter into CRT Super XBR? I was tinkering around with it but I found that I can only turn the phosphor grid on/off. I would like to be able to increase and/or decrease the strength of the phosphor grid in order to further fine-tune this shader.

I have been messing around with CRT-Easymode, and I combined it with grade.slangp in order to fine tune the colors of this shader for different regions of games. Personally I find that at lower resolutions using the mask width combined with mask staggering doesn’t look as good as say one of the Lottes shadow masks, so I just stuck with the aperture grill.

Here are some screenshots at 1440p. It looks great at 1080p as well, just a lower TVL with less apparent scanlines, which looks nice with the intense mask strength (especially at 4x integer scaling). I was trying to aim for a nice balance between smooth fonts and sprites whilst retaining sharpness and clarity without looking excessively blurry.

Settings are below. Grade is tweaked for NTSC-J content (feel free to adjust as necessary).

shaders = "2"
shader0 = "shaders_slang/misc/grade.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/crt-easymode.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
parameters = "g_gamma_in;g_gamma_out;g_signal_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;SHARPNESS_H;SHARPNESS_V;MASK_STRENGTH;MASK_DOT_WIDTH;MASK_DOT_HEIGHT;MASK_STAGGER;MASK_SIZE;SCANLINE_STRENGTH;SCANLINE_BEAM_WIDTH_MIN;SCANLINE_BEAM_WIDTH_MAX;SCANLINE_BRIGHT_MIN;SCANLINE_BRIGHT_MAX;SCANLINE_CUTOFF;GAMMA_INPUT;GAMMA_OUTPUT;BRIGHT_BOOST;DILATION"
g_gamma_in = "2.222000"
g_gamma_out = "2.500000"
g_signal_type = "0.000000"
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 = "7504.000000"
g_sat = "0.150000"
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"
SHARPNESS_H = "0.600000"
SHARPNESS_V = "1.000000"
MASK_STRENGTH = "0.900000"
MASK_DOT_WIDTH = "1.000000"
MASK_DOT_HEIGHT = "2.000000"
MASK_STAGGER = "0.000000"
MASK_SIZE = "1.000000"
SCANLINE_STRENGTH = "1.000000"
SCANLINE_BEAM_WIDTH_MIN = "1.000000"
SCANLINE_BEAM_WIDTH_MAX = "1.000000"
SCANLINE_BRIGHT_MIN = "0.200000"
SCANLINE_BRIGHT_MAX = "0.250000"
SCANLINE_CUTOFF = "260.000000"
GAMMA_INPUT = "2.400000"
GAMMA_OUTPUT = "2.200000"
BRIGHT_BOOST = "1.200000"
DILATION = "0.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
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"
1 Like

Hey, @hunterk @guest.r or if anyone else can help. I made a custom GDV-Kurozumi preset with a Stock pass set to -

scale_type_x0 = "absolute"
scale_x0 = "320"
scale_type_y0 = "absolute"
scale_y0 = "240"

for PSX games so as not to trigger interlacing in games. But the Width is not scaling properly for some reason!

Default GDV-Kurozumi (Beetle PSX HW 4x res downscaled to native) :

Custom GDV-Kurozumi (Beetle PSX HW 4x res downscaled to native) :

Custom GDV-Kurozumi (Beetle PSX HW 4x res) :

Keeping scale_type_x0 = "source" scale_x0 = "1.000000" works but is too sharp :

1 Like

You can try with source scaling options too. For example:

scale_type_x0 = "source" 
scale_x0 = "0.25"

for 4x internal resolution, or at least 0.5.

3 Likes

Thank you! That worked. (Also, is there any way to get downsampling to native res in other cores like Beetle PSX HW does? Like some RA setting or shader?)

2 Likes

In Flycast you can chose the internal resolution, too.

1 Like

You can try the core resolution sampling multiple in the Mega Bezel, it only changes the sampling, it does not actually downsample like the pass @guest.r guest shows, but in terms of getting the correct “resolution” interpreted it does that

1 Like

Not internal res. What I want is an option that downscales the upscaled internal res back to the native res of system. For example - Beetle PSX HW settings “Internal Res = 4x” with “Downscale to Native = True

He wants to super sample it kinda sounds like?

1 Like

Hey, looking at these screenshots, I see that the RGB triads are instead showing as two pixels of magenta and greenish-yellow. Is this by design, or is it part of just how these images were downscaled?

No idea. I can’t even remember which mask I used when i took those shots. And probably they’re downscaled.

1 Like

I went ahead and added the glass preset to the new guest shader, I like how it looks

Looks nice on interlaced games as well

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/stock.slang"
filter_linear1 = "false"
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/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"
g_space_out = "-1.000000"
g_mid = "1.000000"
wp_temperature = "8004.000000"
g_sat = "0.200000"
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 = "0.175000"
brightboost = "2.000000"
brightboost1 = "3.000000"
scanline1 = "15.000000"
scanline2 = "5.000000"
beam_min = "2.499999"
beam_size = "0.700000"
h_sharp = "3.200001"
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 = "-5.000000"
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"
PER = "2.000000"
ASAT = "1.000000"
temperature = "8012.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
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"

May have went a little overboard with the halation but I love how it gives the overall screen a soft dream-like appearance. Feel free to turn it down a notch if it’s too much. I’m also using the new guest shader from the crt folder not any of the latest updates, when the newest update becomes available upstream I’ll post again with some new tweaks.

4 Likes

Here’s mine.

4 Likes

Nice. Glass definitely adds a nice touch with a little grain added in. Both grade and glass are nice additions to use with the guest shader.

1 Like

@Syh Yes I meant supersampling/downsampling. @HereticZero Can you name the game in the top right of your last post?

Hey, @hunterk CRT-Royale-Kurozumi.slangp is broken in the presets folder. I made a fixed version :

shaders = "13"
shader0 = "../misc/grade.slang"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "ORIG_LINEARIZED"
float_framebuffer1 = "false"
srgb_framebuffer1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "VERTICAL_SCANLINES"
float_framebuffer2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "viewport"
scale_y2 = "1.000000"
shader3 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "BLOOM_APPROX"
float_framebuffer3 = "false"
srgb_framebuffer3 = "true"
scale_type_x3 = "absolute"
scale_x3 = "320"
scale_type_y3 = "absolute"
scale_y3 = "240"
shader4 = "../blurs/blur5fast-vertical.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "true"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../blurs/blur5fast-horizontal.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "HALATION_BLUR"
float_framebuffer5 = "false"
srgb_framebuffer5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.062500"
shader7 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
filter_linear7 = "false"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "MASK_RESIZE"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.062500"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "MASKED_SCANLINES"
float_framebuffer8 = "false"
srgb_framebuffer8 = "true"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BRIGHTPASS"
float_framebuffer9 = "false"
srgb_framebuffer9 = "true"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "true"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "true"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "true"
alias12 = ""
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;crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_detect_toggle;interlace_bff;interlace_1080i"
g_gamma_in = "2.400000"
g_signal_type = "0.000000"
g_gamma_type = "1.000000"
g_crtgamut = "1.000000"
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 = "0.500000"
wp_temperature = "6504.000000"
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"
crt_gamma = "2.400000"
lcd_gamma = "2.400000"
levels_contrast = "0.670000"
halation_weight = "0.003700"
diffusion_weight = "0.001100"
bloom_underestimate_levels = "0.680000"
bloom_excess = "0.000000"
beam_min_sigma = "0.020000"
beam_max_sigma = "0.160000"
beam_spot_power = "0.380000"
beam_min_shape = "2.000000"
beam_max_shape = "4.000000"
beam_shape_power = "0.250000"
beam_horiz_filter = "1.000000"
beam_horiz_sigma = "0.320000"
beam_horiz_linear_rgb_weight = "1.000000"
convergence_offset_x_r = "-0.050000"
convergence_offset_x_g = "0.000000"
convergence_offset_x_b = "0.000000"
convergence_offset_y_r = "0.050000"
convergence_offset_y_g = "-0.050000"
convergence_offset_y_b = "0.050000"
mask_type = "0.000000"
mask_sample_mode_desired = "0.000000"
mask_specify_num_triads = "0.000000"
mask_triad_size_desired = "1.000000"
mask_num_triads_desired = "900.000000"
aa_subpixel_r_offset_x_runtime = "-0.333333"
aa_subpixel_r_offset_y_runtime = "0.000000"
aa_cubic_c = "0.500000"
aa_gauss_sigma = "0.500000"
geom_mode_runtime = "0.000000"
geom_radius = "3.000000"
geom_view_dist = "2.000000"
geom_tilt_angle_x = "0.000000"
geom_tilt_angle_y = "0.000000"
geom_aspect_ratio_x = "432.000000"
geom_aspect_ratio_y = "329.000000"
geom_overscan_x = "1.000000"
geom_overscan_y = "1.000000"
border_size = "0.005000"
border_darkness = "0.000000"
border_compress = "2.500000"
interlace_detect_toggle = "1.000000"
interlace_bff = "0.000000"
interlace_1080i = "0.000000"
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;SamplerLUT1;SamplerLUT2;SamplerLUT3"
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_small_linear = "true"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_mipmap = "false"
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_grille_texture_large_linear = "true"
mask_grille_texture_large_wrap_mode = "repeat"
mask_grille_texture_large_mipmap = "true"
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_small_linear = "true"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_mipmap = "false"
mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_slot_texture_large_linear = "true"
mask_slot_texture_large_wrap_mode = "repeat"
mask_slot_texture_large_mipmap = "true"
mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_mipmap = "false"
mask_shadow_texture_large = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_shadow_texture_large_linear = "true"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_shadow_texture_large_mipmap = "true"
SamplerLUT1 = "../crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "../crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "../crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
3 Likes

Very good! :clap:t2:

The glass effect could be integrated with the crt-guest.

1 Like

If then it’s best placed in the misc folder because of dependencies. It could be added as a pass of any shader.

1 Like