See? Now looks better. The shaders looks stronger with finalburn neo
I like the shader for playing at night but if one day you have time for 1080p and brighter I will be happy
The shader above is 1080p and I can’t make brighter because the masks will lose strength.
Some emulators output the maximum resolution horizontally at least, eg Caprice32 probably uses 640x200 at all times (that’s a monochrome mode for serious work, no any games ever written for it) and scaling all other resolutions (160x200 probably doing a 4x1 internal scaling). So if you use Lanczos it looks softer on a 320x200 core but you see it is sharper on caprice32 as it handles 640 pixels instead of 320 that it should. Others do it too, hatari, puae etc. “half_res” preset I pushed on “interpolation” folder does just that for hatari core, brings the emulated resolution back to 320x200 so that the shader will work as it should.
Ps. Or the core just reports Sourcesize to frontend as 640 etc, the shader works on 640 and does a sharper effect.
new test MAME I looked at the settings of my screen I had an FPS mode a color preset of my screen I deactivated them and I now notice a clear brightness with your shader and I find it very pleasant now
Got some extra brightness and contrast from crt-guest-advanced (aperture grille) for 1080p displays:
#reference "shaders_slang/crt/crt-guest-advanced.slangp"
TNTC = "4.000000"
wp_saturation = "1.000000"
gamma_out = "2.200000"
glow = "0.000000"
bloom = "0.000000"
mask_bloom = "0.000000"
gsl = "1.000000"
scanline1 = "0.000000"
scanline2 = "18.000000"
beam_min = "1.000000"
beam_max = "0.700000"
beam_size = "1.000000"
scans = "1.000000"
scan_falloff = "1.000000"
spike = "0.000000"
h_sharp = "6.500000"
s_sharp = "0.000000"
shadowMask = "6.000000"
maskstr = "0.500000"
mcut = "1.000000"
maskboost = "3.000000"
mask_gamma = "2.200000"
AS = "0.200000"
sat = "0.500000"
FINE_BLOOM = "2.000000"
halation = "-0.200000"
hmask1 = "1.000000"
mask_layout = "1.000000"
brightboost = "1.400000"
clips = "0.000000"
bmask1 = "0.000000"
i want a 4k preset which is low in resources
I love the last version of Mega Bezel, looks fantastic with the new Guest’s features, also the new fix for the Master System the raise of blue colours, makes the games looks more vibrant.
woah, what shaders are you running here?
“ntsc-simple-hd”, then “convergenve” from misc folder, then “fake-crt-geom”. I think i haven’t ported convergence and current fake-crt-geom to slang.
shaders = "5"
feedback_pass = "0"
shader0 = "shaders_glsl/stock.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_glsl/ntsc/shaders/ntsc-simple/ntsc-simple.glsl"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "0.500000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_glsl/windowed/shaders/lanczos3-x.glsl"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "shaders_glsl/misc/shaders/convergence.glsl"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "shaders_glsl/crt/shaders/fake-CRT-Geom.glsl"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
L_BLUR = "7.500000"
CHROMA_SATURATION = "7.800000"
L_brightness = "0.650000"
IHUE = "-0.050000"
QHUE = "0.020000"
C_STR = "0.300000"
Rx = "0.500000"
Ry = "0.150000"
Gx = "-0.550000"
Gy = "0.050000"
Bx = "0.650000"
By = "0.150000"
a_gamma_in = "2.500000"
a_sat = "1.350000"
a_boostd = "1.250000"
a_boostb = "1.150000"
scanl = "0.350000"
a_MTYPE = "1.000000"
a_vigstr = "0.600000"
Playing with deconvergence:
#reference "shaders_slang/crt/crt-guest-advanced.slangp"
TNTC = "4.000000"
wp_saturation = "0.850000"
gamma_out = "2.200000"
glow = "0.000000"
bloom = "0.000000"
mask_bloom = "0.000000"
gsl = "1.000000"
scanline1 = "0.000000"
scanline2 = "18.000000"
beam_min = "1.000000"
beam_max = "0.700000"
beam_size = "1.000000"
scans = "1.000000"
scan_falloff = "1.000000"
spike = "0.000000"
h_sharp = "5.100000"
s_sharp = "0.000000"
shadowMask = "6.000000"
maskstr = "0.500000"
mcut = "1.000000"
maskboost = "3.000000"
mask_gamma = "2.200000"
AS = "0.200000"
sat = "0.500000"
FINE_BLOOM = "2.000000"
halation = "-0.200000"
hmask1 = "1.000000"
mask_layout = "1.000000"
brightboost = "1.400000"
clips = "0.000000"
bmask1 = "0.000000"
deconrr = "0.250000"
deconrg = "-0.250000"
deconrry = "0.250000"
deconrgy = "-0.250000"
What’s the config? I like the contrast!
No problem, and thanks.
It’s using kokoko3k’s github code as of 8am this morning (uk)
#reference “crt/koko-aio-slang-main/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp”
IN_GLOW_POWER = “1.349999”
TEMPERATURE = “6500.000000”
GAMMA_OUT = “0.450000”
DO_DEDITHER = “1.000000”
DEDITHER_STRENGTH = “0.600000”
OFFSET_STRENGTH = “0.250000”
IN_GLOW_W = “-0.750000”
TATE = “0.000000”
PIXELGRID_GAMMA_H = “5.000003”
HALO_SHARPNESS = “6.499998”
BEZEL_CON = “2.069999”
BEZEL_REFL_STRENGTH = “0.200000”
BEZEL_SPCL_STRENGTH = “0.200000”
DO_BG_IMAGE = “1.000000”
DO_AMBILIGHT = “0.000000”
DO_SPOT = “0.000000”
Ok Pal, this is actually great:
Why? Other shaders have this since gazillion years, but since one of the original sin of my shader is the idea of using sines to draw scanlines, and without going too much in details, since sin() is 0-1 bounded, it is very hard to have a scanline outside his boundary (from a code pov), but overlapping deconvergent phosphors makes it actually possible indeed without modifying basically everything mask related, and i can think something light to overcome that limitation now
-edit- Just realized my dumbness since I’ve had this under my eyes since months, thanks anyway for posting
@Hyllian Part of the contrast probably comes from the 6500K temperature
Loved this shot! I had to take screenshots with my presets!
Guest’s adv (my default)
Guest’s NTSC - A
Guest’s NTSC - B
No scanlines + mask + xbrz