Please show off what crt shaders can do!

Increased bright boost and added a mask effect (mask type 7 in guest-dr-venom). Type 7 preserves brightness at the expense of “accurate” RGB intensity values for the phosphors. Bright boost is as high as it can go without clipping any colors.

shaders = "11"
shader0 = "shaders_slang/stock.slang"
filter_linear0 = "false"
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/stock.slang"
filter_linear1 = "false"
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/d65-d50.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
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/afterglow.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/avg-lum0.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
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/guest/avg-lum.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "true"
alias5 = "AvgLumPass"
float_framebuffer5 = "false"
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.slang"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "LinearizePass"
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/blur_horiz.slang"
filter_linear7 = "false"
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/blur_vert.slang"
filter_linear8 = "false"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "GlowPass"
float_framebuffer8 = "true"
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/linearize_scanlines.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/crt-guest-dr-venom.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"
parameters = "WP;wp_saturation;SW;AR;PR;AG;PG;AB;PB;sat;STH;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;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;bloom"
WP = "0.000000"
wp_saturation = "1.000000"
SW = "0.000000"
AR = "0.070000"
PR = "0.050000"
AG = "0.070000"
PG = "0.050000"
AB = "0.070000"
PB = "0.050000"
sat = "0.100000"
STH = "0.700000"
GAMMA_INPUT = "2.400000"
TAPSH = "4.000000"
GLOW_FALLOFF_H = "0.000000"
TAPSV = "4.000000"
GLOW_FALLOFF_V = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "1.200000"
brightboost1 = "1.200000"
gsl = "2.000000"
scanline1 = "15.000000"
scanline2 = "23.000000"
beam_min = "1.000000"
beam_max = "1.000000"
beam_size = "0.000000"
h_sharp = "5.000000"
s_sharp = "0.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.000000"
shadowMask = "7.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
mcut = "0.200000"
maskDark = "0.000000"
maskLight = "0.000000"
CGWG = "0.000000"
gamma_out = "2.200000"
spike = "2.000000"
inter = "400.000000"
bloom = "0.000000"
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"
4 Likes

@guest.r

Any suggestions for sharpening up black edges when using mask type 7? Also, are there any parameters for adjusting mask type 7? I’d like it if the mask was more visible over brighter colors (see example)

Does mask type 7 use magenta/green or does it just darken every other pixel? Just curious.

edit: here’s a good example (borrowed from another thread) using the same mask type, I think. The mask is visible except over the very brightest colors.

1 Like

#pragma parameter mcut “Mask 5&6 cutoff” 0.2 0.0 0.5 0.05

I’m pretty sure it’s in RGB but idk I can’t really decipher those masks but yeah that’s the only setting for it. (Pretty sure, just checked the code block and that was the only adjustable thing I saw.

Which now that you brought this up, @guest.r shouldn’t this

 #pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05

Be this instead?

#pragma parameter mcut "Mask 5-7 cutoff" 0.2 0.0 0.5 0.05
3 Likes

Mask 7 was a nice idea from Dr. Venom, i think he likes to use it with slotmask. Unlike mask 5&6 the ‘maskLight’ and ‘maskDark’ aren’t linked with it, only the ‘mcut’ parameter. In general i don’t agree with the idea to add 2 more (new) parameters only for this mask, but the code could be tweaked a bit.

Otherwise it explicitly darkens every other pixel. The magenta/green alternative is mask 5, which is also linked with ‘mcut’, ‘maskLight’ and ‘maskDark’ params.

Sharpening the dark edges could be hard though.

Yeah, it should state mask 7 also. :laughing:

I’ll see if i could update the mask code, since some people seem to like it a lot.

5 Likes

The gaussian blur in guest-dr-venom looks great sans mask, but masks result in some rather unnatural looking dark edges.

OTOH, guest-sm looks great as long as you’re using the mask, but if you disable the mask it doesn’t look ideal. It also seems trickier to get brightness/contrast/color dialed in with guest-sm.

Since this plasma tv does temporal dithering to display all the possible colors (all plasmas do this), I’ve been interested in the results that are possible with just scanlines + beam dynamics + blur.

Here’s a generic low TVL look, with lowered sharpness and scanline strength. Kinda reminds me of a 20" Sanyo that I had at one point.

shaders = "10"
shader0 = "shaders_slang/crt/shaders/guest/lut/lut.slang"
filter_linear0 = "false"
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/guest/color-profiles.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/d65-d50.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
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/afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
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_horiz.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/blur_vert.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
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/linearize_scanlines.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
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-guest-dr-venom.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"
parameters = "TNTC;CP;CS;WP;wp_saturation;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;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
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 = "2.400000"
TAPSH = "1.000000"
GLOW_FALLOFF_H = "0.000000"
TAPSV = "1.000000"
GLOW_FALLOFF_V = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "0.000000"
BLOOM = "0.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "7.000000"
scanline2 = "11.000000"
beam_min = "1.000000"
beam_max = "1.000000"
beam_size = "0.000000"
h_sharp = "3.500000"
s_sharp = "0.300000"
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"
mcut = "0.200000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.300000"
gamma_out = "2.200000"
spike = "2.000000"
inter = "300.000000"
interm = "1.000000"
bloom = "0.000000"
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"
2 Likes

Could some kind of edge detection be added to reduce the blur when a black line is detected? Just tossing out ideas for future development; I know I ask for a lot and I really appreciate the work you’ve done!

1 Like

It was already implemented as ‘Smart smoothing’, you can test it a bit in the fast version. I had to decide between ‘smart smoothing and’ advanced ‘substrictive sharpening’ and now the latter is implemented. If you really want sharp edges with high normal sharpness, then you can increase the ‘Substrictive Sharpness’ parameter range to like 2.0.

2 Likes

You probably want gamma linear interpolation like crt-geom does it:
https://github.com/libretro/slang-shaders/blob/master/crt/shaders/crt-geom.slang#L72

1 Like

@Tatsuya79

That looks great. Can you post settings for this shot?

From default, making it flat then it’s mainly:

DOTMASK = "0.000000"
scanline_weight = "0.250000"
lum = "0.150000"
1 Like

Any idea why geom-sharpness only works with whole numbers (1, 2, 3)? Non-integer numbers lead to some really bad results.

Nope, I don’t use the sharpness parameter.

With masks 5 and 7 you get active “phophors” in the middle of a vertical black line, which looks pretty awkward. Subtractive(?) sharpness didn’t seem to help much with this. Oh well! Plenty of other mask options to choose from. Mask 0 doesn’t seem to have this problem.

I’m starting to realize that CRT emulation isn’t just limited by the resolution, brightness, etc of the display being used; we’re also limited by the algorithms available to us.

I think, overall, gaussian blur looks best in most situations, but then you have the problem with black edges/lines. Lanczos or catmull-rom spline does a good job with black lines, but you also get ringing artifacts; Hyllian does a good job of addressing this. Quilez, bilinear, and bicubic can be okay but none are ideal.

At this point in shader development, I’m guessing that all the available algorithms have been tried and what we have is as good as it’s going to get.

Anyone know of a good resource discussing the various image processing algorithms and pros/cons of each?

2 Likes

Have you tried “Horizontal sharpness” 3.0 and “Substractive sharpness (relative)” 1.0 combo? Such settings are very similar to some polynomial filtering (bicubic, catmull-rom etc.) and somewhat sharper

If you want even better sharpness, you can extend the parameter range of “Substractive sharpness (relative)” to something higher.

For my taste, fixed filtering algorithms (lanczos, catmull-tom, bicubic…) are great for some situations, but lack versatility.

2 Likes

Yes, this looks amazing! Thanks! :smiley:

shaders = "10"
shader0 = "shaders_slang/crt/shaders/guest/lut/lut.slang"
filter_linear0 = "false"
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/guest/color-profiles.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/d65-d50.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
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/afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
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_horiz.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/blur_vert.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
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/linearize_scanlines.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
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-guest-dr-venom.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"
parameters = "TNTC;CP;CS;WP;wp_saturation;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;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
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 = "2.400000"
TAPSH = "1.000000"
GLOW_FALLOFF_H = "0.000000"
TAPSV = "1.000000"
GLOW_FALLOFF_V = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "0.000000"
BLOOM = "0.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "10.000000"
scanline2 = "15.000000"
beam_min = "1.000000"
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 = "0.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
mcut = "0.200000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.400000"
gamma_out = "2.200000"
spike = "2.000000"
inter = "300.000000"
interm = "1.000000"
bloom = "0.000000"
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"
5 Likes

@guest.r

Check out the bottom left where it says “world” - anything that can be done about these artifacts? Seems to occur whenever there’s a black pixel between white pixels.

Also, why does it seem like Hyllian and Geom have better contrast? Does this have anything to do with the filtering methods being used? Whites are whiter, black is about the same compared to guest-dr-venom. Bright boost results in clipping and also messes with the blur. Is this a gamma thing?

The color boost and luminance parameters in hyllian and geom are really useful for increasing brightness without clipping. Would these options work in either guest-dr-venom or guest-sm?

shaders = "10"
shader0 = "shaders_slang/crt/shaders/guest/lut/lut.slang"
filter_linear0 = "false"
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/guest/color-profiles.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/d65-d50.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
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/afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
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/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
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_horiz.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/blur_vert.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
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/linearize_scanlines.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
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-guest-dr-venom.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"
parameters = "TNTC;CP;CS;WP;wp_saturation;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;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
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 = "0.500000"
GAMMA_INPUT = "2.500000"
TAPSH = "1.000000"
GLOW_FALLOFF_H = "0.000000"
TAPSV = "1.000000"
GLOW_FALLOFF_V = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "0.000000"
BLOOM = "0.000000"
brightboost = "1.000000"
brightboost1 = "1.000001"
gsl = "2.000000"
scanline1 = "10.000000"
scanline2 = "15.000000"
beam_min = "1.000000"
beam_max = "1.000000"
beam_size = "0.000000"
h_sharp = "3.000000"
s_sharp = "1.000000"
csize = "0.000000"
bsize = "100.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.000000"
shadowMask = "0.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
mcut = "0.200000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.300000"
gamma_out = "2.200000"
spike = "2.000000"
inter = "300.000000"
interm = "1.000000"
bloom = "0.000000"
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"
4 Likes

If you want better contrast, then you can use lower output gamma with a touch of bloom. Saturation can be lowered to to compensate. With the current setup masks aren’t allowed to be clipped, so the general brightness is lower, but bloom is allowed to override 50% of the masks, so a bit of it can compensate.

With crt-hyllian and geom “color boost” is allowed to override masks at will and this concept has some strong points, like good contrast. CRT-Guest-Dr.Venom needs some compensations with the setup you are using above. For this specific situation maybe crt-guest-sm is better suited, with “fine” mask mode and a touch of bloom.

3 Likes

I tried that, but I’m just really not a fan of what bloom does to the scanlines and colors, though :confused:

Any idea what causes those strange artifacts in the shot I posted, and if something can be done to fix that? Guest-dr-venom is bright enough even though it could be brighter. I think it would suit my needs just fine, but it has those rare, pesky artifacts. It’s not enough of a problem to be a deal breaker, but it’d be nice if it could be fixed.

1 Like

With “Substractive shapness” or a soft Gaussian these artifacts only appear with specific settings. Some sort of color artifacts also appear with crt-geom or hyllian as the horizontal filtering algorithms also include their type of “substrictive sharpening”.

These aren’t fixable with any sort of basic algorithms with the settings you used, maybe with smart smoothing or to simply use more “compatible” settings.

I could “reproduce” the artifacts you mentioned with low basic sharpness and lower then 1.0 “Substractive sharpness” and it’s a very natural thing to happen, since the original filter has a width of 5 pixels, which is very usable for some heavier masks. This means that an isolated pixel can be influenced by 2 left and 2 right pixels.

It’s fixable with specific settings. :wink:

1 Like

With substractive sharpness at 1.00, H sharpness can go as low as 4.00 before this type of artifact appears.

With H sharpness at 3.00, artifacts start to become noticeable with substractive sharpness much higher than 0.50.

Looks good either way. I think I just need to accept that no algorithm is perfect!

Regarding the colors; it seems like the output in guest-dr-venom is a bit over-saturated compared to other shaders once you disable the mask and a lot of other stuff. You posted some alternate saturation-correction code a while back but it’s since been buried. Can you re-post?

1 Like