For the sake of comparison:
magenta-green
black and white“NTSC-colors” shader should be in every shader in my opinion. The color difference is great, pretty close to how my CRT looks like.
shaders = "2"
feedback_pass = "0"
shader0 = "shaders_slang/misc/shaders/ntsc-colors.slang"
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/crt-consumer.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "viewport"
scale_x1 = "1.000000"
scale_type_y1 = "viewport"
scale_y1 = "1.000000"
PRE_SCALE = "1.500000"
blury = "0.100000"
beamlow = "1.750000"
beamhigh = "1.349999"
brightboost1 = "1.500000"
Shadowmask = "3.000000"
MaskDark = "0.300000"
postbr = "1.200000"
glow = "0.080000"
sat = "1.150000"
contrast = "1.050000"
nois = "10.000000"
WP = "-20.000000"
vignette = "1.000000"
vpower = "0.120000"
vstr = "50.000000"
I’ve noticed this as well. Compare it to Mask 5, which like mask 0 is also MG. IIRC as it is, it should look just as bright as Mask 7. I recall messing with the GDV code some time back and taking out a line from the mask code, which made Mask 0 and 5 look identical. I believe it’s the dark_compensate variable in deconvergence.slang, which is only used for masks 5 through 12.
Introducing CyberLab Neo GX Mega Bezel CRT Shader presets!
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Slot
CyberTron
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CyberTron
Thank you! it works now. I think I had messed up with the settings so much that it looked extra weird after updating this is how it looks now:
this was after the update and this was the original i had before updating:will try it on my tablet later today. Thanks again! I will add the NTSC-colors as recommended too
Yeah the difference with ntsc colors and gamma corrected for LCDs is great. For what it counts crt consumer uses polynomial gamma in now. That means it is 2.6 in in dark pixels and 2.2 in from mid tones and higher … That leaves bright colors intact and creates some great contrast.
hmmm not sure if I spoke too fast, but I am trying to replicate the shader from scratch to add the NTSC colors, loading NTSC colors and apending sabr v3 and crt consumer. Somehow I get this image:
Updated shaders on my tablen and is the same.
If I load my previous saved shader set it works, and I can see the normal scanlines without that moire effect. Any clues as to what that might be? Maybe I’m doing something wrong here.
sorry to be the bearer of bad news
Yeah because you are feeding crt-consumer a 1368 pixels image vertically
but if you change “viewport”, y1 only, to “source” then bang, we are back in business
Or better still… change y1 to “source” , “2.00000” Then inside crt-consumer disable interlacing mode.
Touch sabr pass only!
THANK YOU! that did the trick… back in business indeed!
I had the impression that would be the problem, but had no idea how to fix it.
In android is a bit tricky as we don’t have access to the system files where retroarch is installed. I had to save a core preset, since those are accessible, then edit it and load it in retroarch, if anybody is interested in how to do it.
Thanks again!
Just don’t make any presets with NTSC-colors, because i integrated it already to crt-consumer, probably will be available after some hours.
Next thing to do is (try to without breaking everything) separate color temperature per channel.
What does it mean ‘per channel’?
Ah forget it, it wouldn’t work because each color affects the other one. Already tested, if one is colder and the other warmer it somehow cancels the other setting.
@baelog probably could insert a new parameter “Downscale scanlines” 1-2-3-4-5-6 etc and work even with viewport. Would change only one line of code, but didn’t tested yet.
Yeah, thats why I was asking, the temperature is given by 3 channels, blue alone is cold, red alone is warm, green… i don’t know
Man, this looks great! If it is implemented in the settings to avoid the need of messing with a text editor that would make appending so much easier.
When is this version coming live? I am updating the slang shaders every hour now
I guess soon. Maybe even today. But better not derail this thread anymore.
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