Shader to blend dithering?


#1

I haven’t really checked out all the options; I apologize for my laziness. I’m wondering if there’s shader code to blend dithering effects (such as you would get with a composite signal), while leaving the rest of the image sharp. Obviously a simple blur won’t work, you’d need some more complex logic.


#2

Sure is. Long story short: check out mdapt and gdapt.


#3

@hunterk

Are the glsl versions working? I tried loading the presets and the individual shader files and nothing seemed to happen either way.


#4

yeah, I just tested them both. In the 240p test suite, load up the checkerboard test screen and it should be uniform gray with a checkerboard border with either one.


#5

well, this is weird. I deleted and re-downloaded shaders, and the presets for mdapt and gdapt still won’t load. Other presets seem to work fine. Might be time for a re-install…


#6

They won’t load or they don’t have any effect? If they won’t load/compile, post a log and I’ll take a look.


#7

They just don’t seem to do anything when selected; the shader pipeline is not set up.


#8

If the passes don’t appear in the list, then they’re failing to compile. If you can get a verbose log I might be able to fix it.


#9

There’s another one called CBOD but i haven’t played around with it much yet (i tend to leave dithering as it is). The mdapt/gdapt ones seem to do their job pretty well.


#10

I was getting the tvout-tweaks and gtuv50 (pass 1 + 2) to do a blend effect. Is this different than what m/gpdapt do?


#11

Yeah, GTU deals with dithering through (smart) blurring, while m/gdapt look for certain pixel patterns (sort of like xBR and ScaleFx) and then blend the pixels.


#12

I don’t see many people talking about this one but I vote for jinc2, because it blends checkerboard dithering without screwing up text and other similar patterns. It’s not the same kind as cbod and mdapt.

There are 3 versions, the one called simply “jinc2” is a bit fuzzy, there is another variant appropriately called “jinc2-sharp” and another “jinc2-sharper”, but the latter doesn’t blend dithering well.

If you venture to tweak the settings in the text file, you can go really sharp and still blend the checkers but in exchange for some artifacts. It gets along with both crt-shaders and scalers like xbr, if you put it before at 1x or at the end at whatever scale you like :).


#13

How would you go about loading it with crtglow-gauss?


#14
alias0 = ""
alias1 = ""
alias2 = ""
alias3 = ""
alias4 = ""
alias5 = ""
alias6 = ""
alias7 = ""
BLOOM_STRENGTH = "0.450000"
BOOST = "1.000000"
CRT_GEOM_BEAM = "1.000000"
filter_linear0 = "false"
filter_linear2 = "false"
filter_linear3 = "false"
filter_linear4 = "false"
filter_linear5 = "true"
filter_linear6 = "true"
filter_linear7 = "true"
float_framebuffer0 = "false"
float_framebuffer1 = "false"
float_framebuffer2 = "false"
float_framebuffer3 = "false"
float_framebuffer4 = "false"
float_framebuffer5 = "false"
float_framebuffer6 = "false"
float_framebuffer7 = "false"
GLOW_ROLLOFF = "3.000000"
GLOW_WHITEPOINT = "1.000000"
HORIZ_GAUSS_WIDTH = "0.500000"
INPUT_GAMMA = "2.400000"
mipmap_input0 = "false"
mipmap_input1 = "false"
mipmap_input2 = "false"
mipmap_input3 = "false"
mipmap_input4 = "false"
mipmap_input5 = "true"
mipmap_input6 = "false"
mipmap_input7 = "false"
OUTPUT_GAMMA = "2.200000"
parameters = "INPUT_GAMMA;HORIZ_GAUSS_WIDTH;BOOST;CRT_GEOM_BEAM;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA"
scale_type_x2 = "viewport"
scale_type_x3 = "viewport"
scale_type_x5 = "source"
scale_type_y2 = "source"
scale_type_y3 = "viewport"
scale_type_y5 = "source"
scale_x2 = "1.000000"
scale_x3 = "1.000000"
scale_x5 = "0.250000"
scale_y2 = "1.000000"
scale_y3 = "1.000000"
scale_y5 = "0.250000"
shader0 = "crt/shaders/glow/linearize.glsl"
shader1 = "windowed/shaders/jinc2-sharp.glsl"
shader2 = "crt/shaders/glow/gauss_horiz.glsl"
shader3 = "crt/shaders/glow/gauss_vert.glsl"
shader4 = "crt/shaders/glow/threshold.glsl"
shader5 = "crt/shaders/glow/blur_horiz.glsl"
shader6 = "crt/shaders/glow/blur_vert.glsl"
shader7 = "crt/shaders/glow/resolve.glsl"
shaders = "8"
srgb_framebuffer0 = "true"
srgb_framebuffer1 = "false"
srgb_framebuffer2 = "true"
srgb_framebuffer3 = "true"
srgb_framebuffer4 = "true"
srgb_framebuffer5 = "true"
srgb_framebuffer6 = "true"
srgb_framebuffer7 = "false"
wrap_mode0 = "clamp_to_border"
wrap_mode1 = "clamp_to_border"
wrap_mode2 = "clamp_to_border"
wrap_mode3 = "clamp_to_border"
wrap_mode4 = "clamp_to_border"
wrap_mode5 = "clamp_to_border"
wrap_mode6 = "clamp_to_border"
wrap_mode7 = "clamp_to_border"

#15

One last question if I was to throw a single pass crt shader into that would it go before jinc2 or after the gauss passes?


#16

Nice, I hadn’t tried that before, but it does a pretty good job, indeed. Looks like I need to fix the texcoords to avoid rounding issues on some GPUs, though, as it turned into a mess at 1x on my Haswell integrated gfx at first.

EDIT: looks like jinc2-sharp is the best jinc2 variant for de-dithering:

That looks just like mdapt/gdapt on the checkerboard test. :smiley:


#17

Put jinc2-sharp before at 1x.

Note that I placed it after the linearize pass, because it blends “properly” that way, but if you don’t mind a tad darker colors or sometimes inacurate hues or are looking for performance, just use it as it is :slight_smile:

@hunterk, nice, I love that shader :slight_smile:

EDIT: @Syh I just realized that I did not understand your question. What do you want to do exactly?


#18

Here it is:

[INFO] RetroArch 1.7.4 (Git c60fdf0)
[INFO] === Build =======================================
[INFO] Version: 1.7.4
[INFO] Git: c60fdf0
[INFO] =================================================
[INFO] Environ SET_PIXEL_FORMAT: RGB565.
[INFO] Redirecting save file to "D:\retroarch\saves\.srm".
[INFO] Redirecting savestate to "D:\retroarch\states\.state".
[INFO] Version of libretro API: 1
[INFO] Compiled against API: 1
[INFO] [Audio]: Set audio input rate to: 29970.03 Hz.
[INFO] [Video]: Video @ fullscreen
[INFO] [GL]: Found GL context: wgl
[INFO] [GL]: Detecting screen resolution 1920x1080.
[INFO] Setting fullscreen to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
[INFO] [WGL]: wglSwapInterval(1)
[INFO] [GL]: Vendor: Intel, Renderer: Intel(R) HD Graphics 500.
[INFO] [GL]: Version: 4.5.0 - Build 22.20.16.4749.
[INFO] [GL]: Using ARB_sync to reduce latency.
[INFO] [GL]: Using resolution 1920x1080
[INFO] [GL]: Default shader backend found: glsl.
[INFO] [Shader driver]: Using GLSL shader backend.
[INFO] [GLSL]: Checking GLSL shader support ...
[INFO] Found #pragma parameter Target Gamma (ia_target_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Monitor Gamma (ia_monitor_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Horizontal Overscan % (ia_overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Vertical Overscan % (ia_overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Saturation (ia_saturation) 1.000000 0.000000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Contrast (ia_contrast) 1.000000 0.000000 10.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Luminance (ia_luminance) 1.000000 0.000000 2.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Black Level (ia_black_level) 0.000000 -0.300000 0.300000 0.010000 in pass 0
[INFO] Found #pragma parameter Brightness Boost (ia_bright_boost) 0.000000 -1.000000 1.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Red Channel (ia_R) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Green Channel (ia_G) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Blue Channel (ia_B) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Zoom Factor (ia_ZOOM) 1.000000 0.000000 4.000000 0.010000 in pass 0
[INFO] Found #pragma parameter X Modifier (ia_XPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 0
[INFO] Found #pragma parameter Y Modifier (ia_YPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 0
[INFO] Found #pragma parameter Overscan Mask Top (ia_TOPMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Bottom (ia_BOTMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Left (ia_LMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Right (ia_RMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Film Grain (ia_GRAIN_STR) 0.000000 0.000000 72.000000 6.000000 in pass 0
[INFO] Found #pragma parameter Sharpen (ia_SHARPEN) 0.000000 0.000000 1.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Flip Horiz Axis (ia_FLIP_HORZ) 0.000000 0.000000 1.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Flip Vert Axis (ia_FLIP_VERT) 0.000000 0.000000 1.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Blur Amount X-Axis (BLURSCALEX) 0.300000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Scanline Darkness - Low (LOWLUMSCAN) 6.000000 0.000000 10.000000 0.500000 in pass 1
[INFO] Found #pragma parameter Scanline Darkness - High (HILUMSCAN) 8.000000 0.000000 50.000000 1.000000 in pass 1
[INFO] Found #pragma parameter Dark Pixel Brightness Boost (BRIGHTBOOST) 1.250000 0.500000 1.500000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask Effect Amount (MASK_DARK) 0.000000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask/Scanline Fade (MASK_FADE) 0.800000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask Style (shadowMask) 3.000000 0.000000 4.000000 1.000000 in pass 1
[INFO] Found #pragma parameter CGWG Dot Mask Strength (DOTMASK_STRENGTH) 0.300000 0.000000 1.000000 0.010000 in pass 1
[INFO] Found #pragma parameter Lottes maskDark (maskDark) 0.500000 0.000000 2.000000 0.100000 in pass 1
[INFO] Found #pragma parameter Lottes maskLight (maskLight) 1.500000 0.000000 2.000000 0.100000 in pass 1
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] Setting up menu pipeline shaders for XMB ... 
[INFO] [GLSL]: Compiling ribbon shader..
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Compiling simple ribbon shader..
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Compiling snow shader..
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Compiling modern snow shader..
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Compiling bokeh shader..
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Compiling snowflake shader..
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] Shader log: WARNING: 1:2: '' :  #version directive missing


[INFO] [GLSL]: Linking GLSL program.
[INFO] Resetting shader to defaults ... 
[INFO] [GL]: Using 4 textures.
[INFO] [GL]: Loaded 2 program(s).
[INFO] [GL]: Using GL_RGB565 for texture uploads.
[INFO] [GL]: Creating FBO 0 @ 512x512
[INFO] [GL]: Creating feedback FBO 1 @ 512x512
[INFO] [XInput]: Found XInput v1.4.
[INFO] [XInput]: Found controller, user #0
[INFO] [XInput]: Pads connected: 1
[INFO] [DINPUT]: Enumerating joypads ...
[INFO] [DINPUT]: Device #0 PID: {028E} VID:{045E}
[INFO] [DINPUT]: Done enumerating joypads ...
[INFO] [XInput]: Attempting autoconf for "XInput Controller (User 1)", user #0
[INFO] [DINPUT]: Found XInput pad at index 0 (DINPUT index 0)
[INFO] [XInput]: Found VID/PID (045E/028E) from DINPUT index 0 for "XInput Controller (User 1)", user #0
[INFO] [XInput]: Attempting autoconf for user #1
[INFO] [XInput]: Attempting autoconf for user #2
[INFO] [XInput]: Attempting autoconf for user #3
[INFO] [XInput]: Attempting autoconf for user #4
[INFO] [XInput]: Attempting autoconf for user #5
[INFO] [XInput]: Attempting autoconf for user #6
[INFO] [XInput]: Attempting autoconf for user #7
[INFO] [XInput]: Attempting autoconf for user #8
[INFO] [XInput]: Attempting autoconf for user #9
[INFO] [XInput]: Attempting autoconf for user #10
[INFO] [XInput]: Attempting autoconf for user #11
[INFO] [XInput]: Attempting autoconf for user #12
[INFO] [XInput]: Attempting autoconf for user #13
[INFO] [XInput]: Attempting autoconf for user #14
[INFO] [XInput]: Attempting autoconf for user #15
[INFO] [Joypad]: Found joypad driver: "xinput".
[INFO] [Autoconf]: 111 profiles found.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [GL]: Async PBO readback enabled.
[INFO] [Video]: Found display server: win32
[INFO] Found shader "D:\retroarch\shaders\noshader.glslp"
[INFO] Found shader "D:\retroarch\shaders\retroarch.glslp"
[INFO] Found shader "D:\retroarch\shaders\shader.glslp"
[INFO] Found shader "D:\retroarch\shaders\shader2.glslp"
[INFO] XAudio2: Requesting 64 ms latency, using 64 ms latency.
[INFO] [autoconf]: selected configuration: D:\retroarch\autoconfig\xinput\XInput_Controller_User_1.cfg
[INFO] [Menu]: Found menu display driver: "menu_display_gl".
[INFO] Found #pragma parameter Target Gamma (ia_target_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Monitor Gamma (ia_monitor_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Horizontal Overscan % (ia_overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Vertical Overscan % (ia_overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Saturation (ia_saturation) 1.000000 0.000000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Contrast (ia_contrast) 1.000000 0.000000 10.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Luminance (ia_luminance) 1.000000 0.000000 2.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Black Level (ia_black_level) 0.000000 -0.300000 0.300000 0.010000 in pass 0
[INFO] Found #pragma parameter Brightness Boost (ia_bright_boost) 0.000000 -1.000000 1.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Red Channel (ia_R) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Green Channel (ia_G) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Blue Channel (ia_B) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Zoom Factor (ia_ZOOM) 1.000000 0.000000 4.000000 0.010000 in pass 0
[INFO] Found #pragma parameter X Modifier (ia_XPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 0
[INFO] Found #pragma parameter Y Modifier (ia_YPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 0
[INFO] Found #pragma parameter Overscan Mask Top (ia_TOPMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Bottom (ia_BOTMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Left (ia_LMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Right (ia_RMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Film Grain (ia_GRAIN_STR) 0.000000 0.000000 72.000000 6.000000 in pass 0
[INFO] Found #pragma parameter Sharpen (ia_SHARPEN) 0.000000 0.000000 1.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Flip Horiz Axis (ia_FLIP_HORZ) 0.000000 0.000000 1.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Flip Vert Axis (ia_FLIP_VERT) 0.000000 0.000000 1.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Blur Amount X-Axis (BLURSCALEX) 0.300000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Scanline Darkness - Low (LOWLUMSCAN) 6.000000 0.000000 10.000000 0.500000 in pass 1
[INFO] Found #pragma parameter Scanline Darkness - High (HILUMSCAN) 8.000000 0.000000 50.000000 1.000000 in pass 1
[INFO] Found #pragma parameter Dark Pixel Brightness Boost (BRIGHTBOOST) 1.250000 0.500000 1.500000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask Effect Amount (MASK_DARK) 0.000000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask/Scanline Fade (MASK_FADE) 0.800000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask Style (shadowMask) 3.000000 0.000000 4.000000 1.000000 in pass 1
[INFO] Found #pragma parameter CGWG Dot Mask Strength (DOTMASK_STRENGTH) 0.300000 0.000000 1.000000 0.010000 in pass 1
[INFO] Found #pragma parameter Lottes maskDark (maskDark) 0.500000 0.000000 2.000000 0.100000 in pass 1
[INFO] Found #pragma parameter Lottes maskLight (maskLight) 1.500000 0.000000 2.000000 0.100000 in pass 1
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [LED]: LED driver = 'null' 00000000009F77C0
[INFO] [MIDI]: Initializing ...
[INFO] [MIDI]: Input disabled.
[INFO] [MIDI]: Output disabled.
[INFO] [MIDI]: Initialized "winmm" driver.
[INFO] SRAM will not be saved.
[INFO] Found #pragma parameter Target Gamma (ia_target_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Monitor Gamma (ia_monitor_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Horizontal Overscan % (ia_overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Vertical Overscan % (ia_overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Saturation (ia_saturation) 1.000000 0.000000 5.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Contrast (ia_contrast) 1.000000 0.000000 10.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Luminance (ia_luminance) 1.000000 0.000000 2.000000 0.100000 in pass 0
[INFO] Found #pragma parameter Black Level (ia_black_level) 0.000000 -0.300000 0.300000 0.010000 in pass 0
[INFO] Found #pragma parameter Brightness Boost (ia_bright_boost) 0.000000 -1.000000 1.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Red Channel (ia_R) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Green Channel (ia_G) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Blue Channel (ia_B) 1.000000 0.000000 2.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Zoom Factor (ia_ZOOM) 1.000000 0.000000 4.000000 0.010000 in pass 0
[INFO] Found #pragma parameter X Modifier (ia_XPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 0
[INFO] Found #pragma parameter Y Modifier (ia_YPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 0
[INFO] Found #pragma parameter Overscan Mask Top (ia_TOPMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Bottom (ia_BOTMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Left (ia_LMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Overscan Mask Right (ia_RMASK) 0.000000 0.000000 1.000000 0.002500 in pass 0
[INFO] Found #pragma parameter Film Grain (ia_GRAIN_STR) 0.000000 0.000000 72.000000 6.000000 in pass 0
[INFO] Found #pragma parameter Sharpen (ia_SHARPEN) 0.000000 0.000000 1.000000 0.050000 in pass 0
[INFO] Found #pragma parameter Flip Horiz Axis (ia_FLIP_HORZ) 0.000000 0.000000 1.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Flip Vert Axis (ia_FLIP_VERT) 0.000000 0.000000 1.000000 1.000000 in pass 0
[INFO] Found #pragma parameter Blur Amount X-Axis (BLURSCALEX) 0.300000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Scanline Darkness - Low (LOWLUMSCAN) 6.000000 0.000000 10.000000 0.500000 in pass 1
[INFO] Found #pragma parameter Scanline Darkness - High (HILUMSCAN) 8.000000 0.000000 50.000000 1.000000 in pass 1
[INFO] Found #pragma parameter Dark Pixel Brightness Boost (BRIGHTBOOST) 1.250000 0.500000 1.500000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask Effect Amount (MASK_DARK) 0.000000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask/Scanline Fade (MASK_FADE) 0.800000 0.000000 1.000000 0.050000 in pass 1
[INFO] Found #pragma parameter Mask Style (shadowMask) 3.000000 0.000000 4.000000 1.000000 in pass 1
[INFO] Found #pragma parameter CGWG Dot Mask Strength (DOTMASK_STRENGTH) 0.300000 0.000000 1.000000 0.010000 in pass 1
[INFO] Found #pragma parameter Lottes maskDark (maskDark) 0.500000 0.000000 2.000000 0.100000 in pass 1
[INFO] Found #pragma parameter Lottes maskLight (maskLight) 1.500000 0.000000 2.000000 0.100000 in pass 1
[INFO] Loading history file: [D:\retroarch\content_history.lpl].
[INFO] Loading history file: [D:\retroarch\content_favorites.lpl].
[INFO] Loading history file: [D:\retroarch\content_music_history.lpl].
[INFO] Loading history file: [D:\retroarch\content_video_history.lpl].
[INFO] Loading history file: [D:\retroarch\content_image_history.lpl].
[INFO] [GL]: VSync => on
[INFO] [WGL]: wglSwapInterval(1)
[INFO] [GL]: VSync => on
[INFO] [WGL]: wglSwapInterval(1)
[INFO] Using content: D:\roms\snes\Street Fighter II Turbo (U).fig.
[INFO] arg #0: retroarch
[INFO] arg #1: D:\roms\snes\Street Fighter II Turbo (U).fig
[INFO] arg #2: -s
[INFO] arg #3: D:\retroarch\saves
[INFO] arg #4: -S
[INFO] arg #5: D:\retroarch\states
[INFO] arg #6: -c
[INFO] arg #7: D:\retroarch\retroarch.cfg
[INFO] arg #8: -L
[INFO] arg #9: D:\retroarch\cores\snes9x2010_libretro.dll
[INFO] Unloading game..
[INFO] Unloading core..
[INFO] Unloading core symbols..
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[INFO] Set config file to : D:\retroarch\retroarch.cfg
[INFO] RetroArch 1.7.4 (Git c60fdf0)
[INFO] Redirecting save file to "D:\retroarch\saves\Street Fighter II Turbo (U).srm".
[INFO] Redirecting savestate to "D:\retroarch\states\Street Fighter II Turbo (U).state".
[INFO] === Build =======================================
[INFO] Version: 1.7.4
[INFO] Git: c60fdf0
[INFO] =================================================
[INFO] Loading dynamic libretro core from: "D:\retroarch\cores\snes9x2010_libretro.dll"
[INFO] [overrides] core-specific overrides found at D:\retroarch\config\Snes9x 2010\Snes9x 2010.cfg.
[INFO] [overrides] no content-dir-specific overrides found at D:\retroarch\config\Snes9x 2010\snes.cfg.
[INFO] [overrides] no game-specific overrides found at D:\retroarch\config\Snes9x 2010\Street Fighter II Turbo (U).cfg.
[INFO] Config: appending config "D:\retroarch\config\Snes9x 2010\Snes9x 2010.cfg"

#19

I don’t see any errors in there. Did you attempt to load the shader while logging?


#20

@RiskyJumps Basically what I was asking is if you were running crtglow-gauss and then used jinc2-sharp in at well, where would you put a crt like shader (scanlines, dotmasks) that’s sort of thing, in the order.