just… WoW… I think i like the most D7…
Of course, sorry for not doing this before:
shaders = "12"
shader0 = "VINTAGE TV/ntsc/shaders/ntsc-pass1-composite-2phase.cg"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
frame_count_mod0 = "2"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "VINTAGE TV/ntsc/shaders/ntsc-pass2-2phase-gamma.cg"
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 = "VINTAGE TV/sharpen70s.cg"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "VINTAGE TV/oldtvshader-configurable-70s.cg"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "VINTAGE TV/blurs/blur3resize-vertical.cg"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
shader5 = "VINTAGE TV/crt-lottes.cg"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "2.000000"
scale_type_y5 = "source"
scale_y5 = "3.000000"
shader6 = "VINTAGE TV/image-adjustment.cg"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
shader7 = "VINTAGE TV/stock.cg"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
shader8 = "VINTAGE TV/oldtvshader-configurable - more noise noise.cg"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
shader9 = "VINTAGE TV/blur_vert.cg"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
shader10 = "VINTAGE TV/cam02-ucs-forward.cg"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
shader11 = "VINTAGE TV/cam02-ucs-reverse.cg"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
parameters = "NTSC_CRT_GAMMA;NTSC_MONITOR_GAMMA;hardScan;hardPix;warpX;warpY;maskDark;maskLight;scaleInLinearGamma;shadowMask;brightboost;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;ZOOM;XPOS;YPOS;V_OSMASK;H_OSMASK"
NTSC_CRT_GAMMA = "2.799999"
NTSC_MONITOR_GAMMA = "2.100000"
hardScan = "-3.000000"
hardPix = "-20.000000"
warpX = "0.030000"
warpY = "0.040000"
maskDark = "0.200000"
maskLight = "1.200000"
scaleInLinearGamma = "1.000000"
shadowMask = "1.000000"
brightboost = "1.030000"
target_gamma = "2.800000"
monitor_gamma = "2.400000"
overscan_percent_x = "0.000000"
overscan_percent_y = "0.000000"
saturation = "0.850000"
contrast = "0.900000"
luminance = "1.150000"
bright_boost = "0.000000"
R = "1.100000"
G = "1.100000"
B = "1.100000"
ZOOM = "1.000000"
XPOS = "0.000000"
YPOS = "0.000000"
V_OSMASK = "0.000000"
H_OSMASK = "0.000000"
I recommend to experiment with SCALE parameter on first shader.
this line:
shader0 = "VINTAGE TV/ntsc/shaders/ntsc-pass1-composite-2phase.cg"
scale_y0 = "1.000000"
I’ve got different results in different games. In Metal Gear Solid i personally prefer to use SCALE parameter set to 1, you can see comparison here:
METAL GEAR SOLID - SCALE 1 vs SCALE 2
Changing it from 1 to 2 make image less blurry but aliasing are more visible and edges are more contrasty as you can see.
In the games with 2D prerendered backgrounds such as Resident Evil 3 or Parasite Eve however i prefer set SCALE parameter to 2. But this may impact performance (??) Not sure how serious, personally i did not see difference in fps.
RESIDENT EVIL 3 - SCALE 1 vs SCALE 2
[B]Keep in mind: difference may be subtle in screens but in motion it is much more noticeable!!!
[/B]And here you can see difference between original solid12345 version of VINTAGE TV shader and version with my adjustements and original direct screenshot.
RESIDENT EVIL 3
This shader set doing pretty great job on eliminating video artifacts also, check this out:
[QUOTE=solid12345;42675]Just letting everyone know, i’m not dead
Keeping seeing some newbies pop in the thread, some asking support questions, I ask everyone be a little patient longer but I think I can safely say version 3 is DONE. If I keep adding more or tweaking it won’t ever be done so i’m stopping myself now. With that said now I have the BIG job of going in and fixing all my links so they don’t point to files on my computer so this will take a bit longer, also I will bedoublechecking for any settings that may need tweaking for 1080p monitors as I am on a 1200p one. I noticed that was an issue for some on the last version.
But to wet your appetite, here is a teaser of what to expect, and this isn’t even every setting, about half of the simulated monitors and televisions have NTSC composite and svideo variations which adds even more to this mammoth pack. Also some may look a bit weird but rely on pseudo-interlacing or scanline jitter effects so they look odd in still-shot form but trust me wait until you see it in movement It’s been alot of work and alot of weekends and holidays spent but hopefully I can share it soon with you guys.
Also Le37, I like your settings so if you post them here i’ll include them too in the pack if you are fine with that
[/QUOTE]
Oh wow, cant wait to try this out! Looks so beautifuly! So many possibilities… ahhh Man, you are hero doing all this… i’ve made only few minor adjustements to ONE shader and i was so exhausted… here goes my perfectionism
Wow man that’s a lot of different looks and a lot of work, looks great. With so many different options are you planning on making samples with labels so people can narrow down the what they like to try out by any chance ? I look forward to trying out your pack when it releases, maybe I will find a replacement for Kurozumis edit of Royale, gonna be tough to beat that one for me though
Yes, Le37, this is why i like it, i dont need to place a huge ass CRT on my desk to enjoy retro games the way they meant to by played… pixel art become more organic and seemless, but still the only con for me from VinageTV is its high contrast that destroys little detales (black crush and white crash)
Snake version was to much red… now its too much yellow
Hey Le37, I must admit, that the Resident Evil 3 comparison that you posted here look very, very decent. Awesome job done here. I would like to see some comparison with your settings and a screenshot without shaders at all. Could you make one with the same Resident Evil 3 picture (sitting Jill) and the Parasite Eve one (stage) ?
I like curved screens, but there is one problem with them. Its hard to describe, but i will try my best. Of course curved screens are bulgy / fisheyed, but the CRT manufacturers where very aware of this problem and included many knobs and/or potentiometers to “correct” geometry problems (trapezial, keystone, h-v-sizes etc.).
So on a normal, well adjusted CRT, you would never ever see such a curve (of the letterboxline), like you have on the RE 3 screen for example. Now you could argue and say “put a bezel / picture / border on top to have the curved borders, but a straight gamescreen”. But this however wouldnt fulfill the task properly.
On fast side-scrollers for example and here comes the part, hard to describe, you would strongly notice the bulge / fisheye effect, but still have perfect geometry and AFAIK i have never seen any shader that does take these important facts for a good curved CRT simulation into account. The official MAME and HLSL are the only one for me, that are good examples and going into the right direction. This latest changes on HLSL where done by my friend Jezze and we discussed this problem a lot ^^.
I still have hope, that one day we will have really decent curved CRT simulation, because 99% of the screenshots with curving CRT simulation, looks just awful, silly and very wrong. Best example is this yellow, japanese game here. Thats just ugly and completely wrong.
PS: There is a reason, why many games have a service screen/menue to correct especially geometry problems and not just color or placement of the gamescreen .
I’ve got different results in different games. In Metal Gear Solid i personally prefer and recomend to use SCALE parameter set to 1, you can see comparison here:
Could you please specify what parameter should be changed because there is no “SCALE” in the string you’ve provided.
Do you meant this?
scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "1.000000"
If so should both X0 and Y0 have to be changed to “1”? Why X0 has so big value?
I’ve noticed that the main difference in your screens is CRT shadow mask provided by CRT-Lottes shader. Why didn’t you actually change scale values of CRT-lottes shader instead of “ntsc-pass1-composite-2phase.cg” ?
Hi guys, i’ve made few more minor-minor adjustements so now WHITE color has much less red tint, its still there but it is much better overall.
And with a u-man suggestion i turned off curve effect by default.
Here is the difference:
OLD
NEW
Here is the new version:
shaders = "12"
shader0 = "VINTAGE TV/ntsc/shaders/ntsc-pass1-composite-2phase.cg"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
frame_count_mod0 = "2"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "VINTAGE TV/ntsc/shaders/ntsc-pass2-2phase-gamma.cg"
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 = "VINTAGE TV/sharpen70s.cg"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "VINTAGE TV/oldtvshader-configurable-70s.cg"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "VINTAGE TV/blurs/blur3resize-vertical.cg"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
shader5 = "VINTAGE TV/crt-lottes.cg"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "2.000000"
scale_type_y5 = "source"
scale_y5 = "3.000000"
shader6 = "VINTAGE TV/image-adjustment.cg"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
shader7 = "VINTAGE TV/stock.cg"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
shader8 = "VINTAGE TV/oldtvshader-configurable - more noise noise.cg"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
shader9 = "VINTAGE TV/blur_vert.cg"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
shader10 = "VINTAGE TV/cam02-ucs-forward.cg"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
shader11 = "VINTAGE TV/cam02-ucs-reverse.cg"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
parameters = "NTSC_CRT_GAMMA;NTSC_MONITOR_GAMMA;hardScan;hardPix;warpX;warpY;maskDark;maskLight;scaleInLinearGamma;shadowMask;brightboost;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;ZOOM;XPOS;YPOS;V_OSMASK;H_OSMASK"
NTSC_CRT_GAMMA = "2.799999"
NTSC_MONITOR_GAMMA = "2.100000"
hardScan = "-3.000000"
hardPix = "-20.000000"
warpX = "0.000000"
warpY = "0.000000"
maskDark = "0.300000"
maskLight = "1.300000"
scaleInLinearGamma = "1.000000"
shadowMask = "1.000000"
brightboost = "1.030000"
target_gamma = "2.800000"
monitor_gamma = "2.400000"
overscan_percent_x = "0.000000"
overscan_percent_y = "0.000000"
saturation = "0.850000"
contrast = "0.900000"
luminance = "1.150000"
bright_boost = "0.000000"
R = "1.100000"
G = "1.100000"
B = "1.100000"
ZOOM = "1.000000"
XPOS = "0.000000"
YPOS = "0.000000"
V_OSMASK = "0.000000"
H_OSMASK = "0.000000"
If anyone wanted to turn on the curve effect, change this parameters:
warpX = "0.000000"
warpY = "0.000000"
to this:
warpX = "0.030000"
warpY = "0.040000
[QUOTE=R4Zi3L;42777]Yes, Le37, this is why i like it, i dont need to place a huge ass CRT on my desk to enjoy retro games the way they meant to by played… pixel art become more organic and seemless, but still the only con for me from VinageTV is its high contrast that destroys little detales (black crush and white crash)
Snake version was to much red… now its too much yellow [/QUOTE]
Yes, indeed, raw emulation is a pretty rough looking for my taste especially emulation of 3D games. I remember when i tried PC version of MGS1 back in 2000, i though - how this can look so sterile . PC is much more powerfull but why game looks overall worse? Then i was kid pretty much and did not though about CRT/TVs/PC difference in output… Now i realise that CRT indeed was the way it meant to be played. I’m so happy to find that shader pack, looks great and image reminds me of my TV back in the day.
As for colors - i did not see to much of a yellowness myself, i set all RGB colors to 1.10, but there is 12 shaders in this shader set they are all have an effect on the whole picture, some can produce more yellow (?)i think. This applies to black/white too. There is a few parameters that you can change if you want to reduce whites. But i personally like the effect… something like slight bloom:
[QUOTE=u-man;42811]Hey Le37, I must admit, that the Resident Evil 3 comparison that you posted here look very, very decent. Awesome job done here. I would like to see some comparison with your settings and a screenshot without shaders at all. Could you make one with the same Resident Evil 3 picture (sitting Jill) and the Parasite Eve one (stage) ?
I like curved screens, but there is one problem with them. Its hard to describe, but i will try my best. Of course curved screens are bulgy / fisheyed, but the CRT manufacturers where very aware of this problem and included many knobs and/or potentiometers to “correct” geometry problems (trapezial, keystone, h-v-sizes etc.). So on a normal, well adjusted CRT, you would never ever see such a curve (of the letterboxline), like you have on the RE 3 screen for example. Now you could argue and say “put a bezel / picture / border on top to have the curved borders, but a straight gamescreen”. But this however wouldnt fulfill the task properly.
On fast side-scrollers for example and here comes the part, hard to describe, you would strongly notice the bulge / fisheye effect, but still have perfect geometry and AFAIK i have never seen any shader that does take these important facts for a good curved CRT simulation into account. The official MAME and HLSL are the only one for me, that are good examples and going into the right direction. This latest changes on HLSL where done by my friend Jezze and we discussed this problem a lot ^^.
I still have hope, that one day we will have really decent curved CRT simulation, because 99% of the screenshots with curving CRT simulation, looks just awful, silly and very wrong. Best example is this yellow, japanese game here. Thats just ugly and completely wrong.
PS: There is a reason, why many games have a service screen/menue to correct especially geometry problems and not just color or placement of the gamescreen .[/QUOTE]
Thank you for kind words! But i’ve made only few minor adjustements, all the credits and thanks should go to solid12345 he made such an impressive set)
I’m not sure if i understand you correctly about comparison. RE3 images with Jill that i posted in a previous post was already original vs shader comparison, but anyway I’ve upload them on screenshotcomparison.com, now its easies to compare))
Also i’ve turned off curve effect as you suggest, thank you for your input! I’s valuable, and you have a very good point. Now im really interested to see those HSLS in action, need to google for vids)
And besides we already have solid12345 default VINTAGE TV shader which is curved, so i think it will be also better to make different and more distinguishible version.
Again, here is few samples:
PARASITE EVE #1PARASITE EVE #2
[SIZE=2]After R4Zi3L post, i’ve made few more tests with games that uses pixel art such as valkyrie profile and i think this shader set is not well suited for 2D game with heavy pixels, but it does decent job on 3D games and 3D with prerendered backgrounds[/SIZE]
[QUOTE=Great Dragon;42821]Could you please specify what parameter should be changed because there is no “SCALE” in the string you’ve provided.
Do you meant this?
scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "1.000000"
If so should both X0 and Y0 have to be changed to “1”? Why X0 has so big value?
I’ve noticed that the main difference in your screens is CRT shadow mask provided by CRT-Lottes shader. Why didn’t you actually change scale values of CRT-lottes shader instead of “ntsc-pass1-composite-2phase.cg” ?[/QUOTE]
Sorry for not specifying it before its Y parameter:
scale_y0 = "2.000000"
or Shader Scale # 0 parameter in Shaders options in Retroarch gui.
Yes i’ve made only minor adjustements all via Retroarch gui. Honestly i’m not sure about X value. I saw this parameter when copying code, its not presented in Retroarch gui shader options, and it was by default in solid12345 shader so i did not paid special attention to this. Its maybe relates to 720 resolution (?), i did not try to mess with it.
Making changes in CRT-lottes scale value provides quite different results. Well, CRT-lottes scale value already set to 2. I tried different approaches (besides scale x3,4,5), but i still was not able to produce similar effect as with changing scale values of “ntsc-pass1-composite-2phase.cg” . It works like sharpen but more soft and subtle, i tried few other sharpen shaders but they are was too strong and rough. This option is more precise and not agressive for my taste.
I’ve just compared Analog TV Pack 3 1080p with 1200p and the only difference is a scale factor for “crt-lottes” shader.
for 1080p scale_x11 = “1280” for 1200p scale_x11 = “1200”
Scale factor value of X for “ntsc-pass1-svideo-2phase” shader is identical for both pack versions. scale_x7 = “1280”
Great work, solid!! I’m in love with the look of these shaders, but I’m wondering if they’re working correctly for me. I’m playing Dragon Quest I, and “Composite” and “Vintage TV” look absolutely amazing when I’m standing still or walking up or down, but as soon as I walk left or right, the grass and trees start pulsating like I’m on shrooms or something. It’s really uncomfortable to look at. I’ve been using the “S-Video” shader because it’s the only one where the image stays stable during horizontal scrolling
Is something wrong with my settings, or is this effect intended?
Hi all,
I’m wondering if anyone running RetroArch on OS X able to make these shaders work. On my case I’m running macOS Sierera Beta and when attempting to load any of the shaders found in the pack it crashes. What’s interesting, is that trying to load CGP shaders from the RetroArch bundle does work. Here’s the issue in details https://github.com/libretro/RetroArch/issues/3357. BTW, I can make these shaders work if running on Windows 10 on the same machine.
thanks and awesome work
Hi guys,
I think I have more info regarding the crash, see below:
RetroArch [INFO] :: [Shader driver]: Using Cg shader backend. RetroArch [INFO] :: [Cg]: Vertex profile: vp40 RetroArch [INFO] :: [Cg]: Fragment profile: fp40 RetroArch [INFO] :: Loading Cg meta-shader: /Users/christian/Games/EMUS/RetroArch.app/Contents/Resources/shaders/shaders_cg/Analog Shader Pack version 3/shaders_cg/Analog Shader Pack/COMPONENT v2.cgp RetroArch [INFO] :: Found #pragma parameter Gamma Input (GAMMA_INPUT) 2.400000 0.100000 5.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Gamma Output (GAMMA_OUTPUT) 2.200000 0.100000 5.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Sharpness Horizontal (SHARPNESS_H) 0.600000 0.000000 1.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Sharpness Vertical (SHARPNESS_V) 1.000000 0.000000 1.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Mask Type (MASK_TYPE) 4.000000 0.000000 7.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter Mask Strength Min. (MASK_STRENGTH_MIN) 0.200000 0.000000 0.500000 0.010000 RetroArch [INFO] :: Found #pragma parameter Mask Strength Max. (MASK_STRENGTH_MAX) 0.200000 0.000000 0.500000 0.010000 RetroArch [INFO] :: Found #pragma parameter Mask Size (MASK_SIZE) 1.000000 1.000000 100.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter Scanline Strength Min. (SCANLINE_STRENGTH_MIN) 0.200000 0.000000 1.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Scanline Strength Max. (SCANLINE_STRENGTH_MAX) 0.400000 0.000000 1.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Scanline Beam Min. (SCANLINE_BEAM_MIN) 1.000000 0.250000 5.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Scanline Beam Max. (SCANLINE_BEAM_MAX) 1.000000 0.250000 5.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Geom Curvature (GEOM_CURVATURE) 0.000000 0.000000 0.100000 0.010000 RetroArch [INFO] :: Found #pragma parameter Geom Warp (GEOM_WARP) 0.000000 0.000000 0.100000 0.010000 RetroArch [INFO] :: Found #pragma parameter Geom Corner Size (GEOM_CORNER_SIZE) 0.000000 0.000000 0.100000 0.010000 RetroArch [INFO] :: Found #pragma parameter Geom Corner Smoothness (GEOM_CORNER_SMOOTH) 150.000000 50.000000 1000.000000 25.000000 RetroArch [INFO] :: Found #pragma parameter Interlacing Toggle (INTERLACING_TOGGLE) 1.000000 0.000000 1.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter Halation (HALATION) 0.030000 0.000000 1.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Diffusion (DIFFUSION) 0.000000 0.000000 1.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Brightness (BRIGHTNESS) 1.000000 0.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter AdvancedAA Input Resolution X (AA_RESOLUTION_X) 0.000000 0.000000 1920.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter AdvancedAA Input Resolution Y (AA_RESOLUTION_Y) 0.000000 0.000000 1920.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter hardScan (hardScan) -8.000000 -20.000000 0.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter hardPix (hardPix) -3.000000 -20.000000 0.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter warpX (warpX) 0.031000 0.000000 0.125000 0.010000 RetroArch [INFO] :: Found #pragma parameter warpY (warpY) 0.041000 0.000000 0.125000 0.010000 RetroArch [INFO] :: Found #pragma parameter maskDark (maskDark) 0.500000 0.000000 2.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter maskLight (maskLight) 1.500000 0.000000 2.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter scaleInLinearGamma (scaleInLinearGamma) 1.000000 0.000000 1.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter shadowMask (shadowMask) 1.000000 0.000000 1.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter brightness (brightboost) 1.000000 0.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Target Gamma (target_gamma) 2.400000 0.100000 5.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Monitor Gamma (monitor_gamma) 2.200000 0.100000 5.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Horizontal Overscan % (overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter Vertical Overscan % (overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter Saturation (saturation) 1.000000 0.000000 5.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Contrast (contrast) 1.000000 0.000000 7.500000 0.100000 RetroArch [INFO] :: Found #pragma parameter Luminance (luminance) 1.000000 0.000000 2.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Brightness Boost (bright_boost) 0.000000 -1.000000 1.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Red Channel ® 1.000000 0.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Green Channel (G) 1.000000 0.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Blue Channel (B) 1.000000 0.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Zoom Factor (ZOOM) 1.000000 0.000000 4.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter X Modifier (XPOS) 0.000000 -2.000000 2.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter Y Modifier (YPOS) 0.000000 -2.000000 2.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter Overscan Mask Y (V_OSMASK) 0.000000 0.000000 1.000000 0.001000 RetroArch [INFO] :: Found #pragma parameter Overscan Mask X (H_OSMASK) 0.000000 0.000000 1.000000 0.001000 RetroArch [INFO] :: Found #pragma parameter Window Sinc Param (JINC2_WINDOW_SINC) 0.390000 0.000000 1.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Sinc Param (JINC2_SINC) 0.900000 0.000000 1.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Anti-ringing Strength (JINC2_AR_STRENGTH) 0.800000 0.000000 1.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Interlacing Scanline Bright % (percent) 0.000000 0.000000 1.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter Sharpness (SHARPNESS) 2.000000 0.000000 5.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter Red Boost (RED_BOOST) 1.000000 1.000000 2.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Green Boost (GREEN_BOOST) 1.000000 1.000000 2.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter Scanline Strength (SCANLINES_STRENGTH) 0.720000 0.000000 1.000000 0.020000 RetroArch [INFO] :: Found #pragma parameter Min. Beam Width (BEAM_MIN_WIDTH) 0.860000 0.000000 1.000000 0.020000 RetroArch [INFO] :: Found #pragma parameter Max Beam Width (BEAM_MAX_WIDTH) 1.000000 0.000000 1.000000 0.020000 RetroArch [INFO] :: Found #pragma parameter Color Boost (COLOR_BOOST) 1.300000 1.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter CRT TV Blue Tint (CRT_TV_BLUE_TINT) 1.000000 1.000000 2.000000 0.010000 RetroArch [INFO] :: Loading Cg shader: “/Users/christian/Games/EMUS/RetroArch.app/Contents/Resources/shaders/shaders_cg/Analog Shader Pack version 3/shaders_cg/Analog Shader Pack/COMPONENT/linearize.cg”. Segmentation fault: 11
Is this available from the default updater? Looks like it might be a shader i could be interested in.
Hi everyone, I’m complete newbie here so my apologies if this has been already discussed (I’ve read most of this thread). I’m running the MacOS version (CG distribution with the Nvidia toolkit installed). Most of the ‘out of the box’ CG shaders work fine for me but sadly Retroarch keeps crashing every time I try one of the shaders included in this package (or the ones from v2). Any ideas?
I still trying to figure out my way around Retroarch so I’m not even sure what’s the correct way to log any issues within the program
[QUOTE=christ776;44645]Hi all,
I’m wondering if anyone running RetroArch on OS X able to make these shaders work. On my case I’m running macOS Sierera Beta and when attempting to load any of the shaders found in the pack it crashes. What’s interesting, is that trying to load CGP shaders from the RetroArch bundle does work. Here’s the issue in details https://github.com/libretro/RetroArch/issues/3357. BTW, I can make these shaders work if running on Windows 10 on the same machine.
thanks and awesome work[/QUOTE]
I’ve got the exact same problem. It would be awesome to run these shaders on MacOS rather than having to swap OS all the time.
How did you capture the log information within Retroarch?
Hi ! Navigate using Terminal to RetroArch.app, cd Contents, and then MacOS, execute Retroarch like this: ./Retroarch --verbose