Sideways scanlines from shaders


#1

Trying to make a couple presets, running into this issue where the scanlines from interlacing.glsl are going up/down instead of left/right. Picture included:

Shader preset as well:

alias0 = ""
alias1 = ""
alias2 = ""
alias3 = ""
alias4 = ""
alias5 = ""
alias6 = ""
alias7 = ""
blackLevel = "0.000000"
compositeConnection = "1.000000"
contrast = "1.000000"
cornersize = "0.050000"
cornersmooth = "80.000000"
CRTgamma = "2.400000"
CURVATURE = "0.000000"
d = "1.600000"
DOTMASK = "0.000000"
DOTMASK_STRENGTH = "0.300000"
enable_480i = "1.000000"
filter_linear0 = "false"
filter_linear1 = "false"
filter_linear2 = "false"
filter_linear3 = "false"
filter_linear4 = "false"
filter_linear6 = "false"
filter_linear7 = "true"
float_framebuffer0 = "true"
float_framebuffer1 = "true"
float_framebuffer2 = "false"
float_framebuffer3 = "false"
float_framebuffer4 = "false"
float_framebuffer5 = "false"
float_framebuffer6 = "false"
float_framebuffer7 = "false"
ia_B = "1.000000"
ia_black_level = "0.000000"
ia_BOTMASK = "0.000000"
ia_bright_boost = "0.000000"
ia_contrast = "1.000000"
ia_FLIP_HORZ = "0.000000"
ia_FLIP_VERT = "0.000000"
ia_G = "1.000000"
ia_GRAIN_STR = "12.000000"
ia_LMASK = "0.000000"
ia_luminance = "1.000000"
ia_monitor_gamma = "2.200000"
ia_overscan_percent_x = "0.000000"
ia_overscan_percent_y = "0.000000"
ia_R = "1.000000"
ia_RMASK = "0.000000"
ia_saturation = "1.000000"
ia_SHARPEN = "0.000000"
ia_target_gamma = "2.400000"
ia_TOPMASK = "0.000000"
ia_XPOS = "0.000000"
ia_YPOS = "0.000000"
ia_ZOOM = "1.000000"
intensity = "0.500000"
lum = "0.000000"
maskDark = "1.000000"
maskLight = "2.000000"
mipmap_input0 = "false"
mipmap_input1 = "false"
mipmap_input2 = "false"
mipmap_input3 = "false"
mipmap_input4 = "false"
mipmap_input5 = "false"
mipmap_input6 = "false"
mipmap_input7 = "false"
monitorgamma = "2.200000"
noScanlines = "1.000000"
overscan_x = "102.000000"
overscan_y = "102.000000"
parameters = "intensity;compositeConnection;signalResolution;signalResolutionI;signalResolutionQ;noScanlines;tvVerticalResolution;blackLevel;contrast;ia_target_gamma;ia_monitor_gamma;ia_overscan_percent_x;ia_overscan_percent_y;ia_saturation;ia_contrast;ia_luminance;ia_black_level;ia_bright_boost;ia_R;ia_G;ia_B;ia_ZOOM;ia_XPOS;ia_YPOS;ia_TOPMASK;ia_BOTMASK;ia_LMASK;ia_RMASK;ia_GRAIN_STR;ia_SHARPEN;ia_FLIP_HORZ;ia_FLIP_VERT;CRTgamma;monitorgamma;d;CURVATURE;R;cornersize;cornersmooth;x_tilt;y_tilt;overscan_x;overscan_y;DOTMASK;SHARPER;scanline_weight;lum;percent;enable_480i;top_field_first;shadowMask;DOTMASK_STRENGTH;maskDark;maskLight"
percent = "0.350000"
R = "2.000000"
scale_type_x0 = "source"
scale_type_x1 = "viewport"
scale_type_x2 = "viewport"
scale_type_x3 = "source"
scale_type_x4 = "source"
scale_type_x6 = "source"
scale_type_y0 = "source"
scale_type_y1 = "source"
scale_type_y2 = "viewport"
scale_type_y3 = "source"
scale_type_y4 = "source"
scale_type_y6 = "source"
scale_x0 = "1.000000"
scale_x1 = "1.000000"
scale_x2 = "1.000000"
scale_x3 = "1.000000"
scale_x4 = "1.000000"
scale_x6 = "2.000000"
scale_y0 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "1.000000"
scale_y3 = "1.000000"
scale_y4 = "1.000000"
scale_y6 = "2.000000"
scanline_weight = "0.500000"
shader0 = "W:\Emulators\RetroArch\shaders\shaders_glsl\misc\ntsc-colors.glsl"
shader1 = "W:\Emulators\RetroArch\shaders\shaders_glsl\crt\shaders\gtu-v050\pass1.glsl"
shader2 = "W:\Emulators\RetroArch\shaders\shaders_glsl\crt\shaders\gtu-v050\pass2.glsl"
shader3 = "W:\Emulators\RetroArch\shaders\shaders_glsl\crt\shaders\gtu-v050\pass3.glsl"
shader4 = "W:\Emulators\RetroArch\shaders\shaders_glsl\misc\image-adjustment.glsl"
shader5 = "W:\Emulators\RetroArch\shaders\shaders_glsl\crt\shaders\crt-geom.glsl"
shader6 = "W:\Emulators\RetroArch\shaders\shaders_glsl\misc\interlacing.glsl"
shader7 = "W:\Emulators\RetroArch\shaders\shaders_glsl\crt\shaders\dotmask.glsl"
shaders = "8"
shadowMask = "1.000000"
SHARPER = "1.000000"
signalResolution = "256.000000"
signalResolutionI = "83.000000"
signalResolutionQ = "25.000000"
srgb_framebuffer0 = "false"
srgb_framebuffer1 = "false"
srgb_framebuffer2 = "false"
srgb_framebuffer3 = "false"
srgb_framebuffer4 = "false"
srgb_framebuffer5 = "false"
srgb_framebuffer6 = "false"
srgb_framebuffer7 = "false"
top_field_first = "0.000000"
tvVerticalResolution = "250.000000"
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"
x_tilt = "0.000000"
y_tilt = "0.000000"

#2

Here’s a similar preset that looks how I want:


#3

I think that’s actually crt-geom’s mask…? try giving that pass a higher scale


#4

Yeah it doesn’t look right for interlacing… I tried upping the scale on crt-geom but it didn’t do much. Odd numbers brightened the image quite a bit, even numbers all look like the screenshot.


#5

I switched all 3 GTU passes to Don’t Care for scale and filter, and it works beautifully now.