Hi guys, first post here. In the past I made a shader for FS-UAE (Amiga emulation), but since i found that retroarch has a pretty good support for whdload games, I ported it to slangp so that it can be used with other emulators too.
I’m not that expert with technical terms, but i’m fortunate enough to own an old 15khz slot mask crt monitor inside an arcade cab loaded with Advance mame and other old emulators, so I used it as a reference. Why using a shader, you may ask, instead of the almost “real thing™”?
Actually that thing is big, heavy and power hungry and since it is running on an old AthlonXP i expect it to break sooner or later and i’ll not have spare time to fix, that’s for sure. Also, i’ve finally got an awesome oled 4k tv and i think that with that amazing (low) pixel persistance and resolution, we can get pretty damn close to the “real thing™”
Anyway, currently koko-aio supports:
- Scanlines (variable weight)
- screenlines (Aperture grille and slot mask)
- RGB phosphors
- Input signal glowing
- Output signal glowing (halo?)
- Blooming (diffusion?)
- Output gamma and saturation correction,
- Black frame insertions through alternate blanking
- Interlace forcing and emulation
- Antialiasing
Now i plan to start to work on curvature, but meantime here are some shots from the included presets:
Slot mask:
Aperture grille: Scanlines and phosphors: Scanlines, phosphors and slot mask: Just scanlines:Even if I’ve had to look to multiple shaders to understand how glsl first and slang works, I re-used and modified blur(bloom) code from CRT - Guest - Dr.Venom (single pass bloom function) and completely included without modifications Nvidia’s FXAA for antialiasing into its own pass.
Please, tell me what you think, any comment is really appreciated.