Universal Shader

busy day today, so, for now i only overwrite the old one with new. The new one has the new scanlines generator thank’s to @DariusG, which is literally fantastic. Darius also fixes some errors in other 2 shader regardin color control and the bloom generato. As soon as possible, i’ll prepare a presentation, for the new one…The preset inside are the default ones chosed by @DariusG.

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New version of the Universal Shader. The shaders have been fixed with some imperfections, some significant, by @DariusG. The actual scanline engine has been recreated and rewritten by @DariusG.

The controls for color, saturation, bloom, and the scanline generator are now greatly improved. Performance is also improved compared to the previous version. The download link is already active at the top of this topic.

Core provided is recommended for scaling. Actually, for my landscape games, I use a custom resolution of 1280x1080, and this works well because 1280 is a multiple of 240, which is essentially the typical native resolution of the scanline generator. For verticals, the “core provided” aspect ratio is mandatory.

The shader is designed for low-end devices, without a dedicated GPU. It obviously runs very well on my reference AmLogic S905x3 TV box.

We have controls for gamma, brightness, contrast, and saturation.

A control for the bloom intensity and its expansion level.

A control for the divergence of the three primary colors on the two axes, useful for blending dithering in MegaDrive games and also for activating the transparency effect. We recommend adjusting the x-axis values ​​to increase or decrease the blur effect. With x values ​​of +/- 0.10, a good dithering blending effect is activated. It’s best not to move the Y values.

Finally, the scanline generator, with parameters for setting the mask intensity and controlling the brightness of the light and dark areas.

On Dreamcast, either set “core provided” as the scaling, or set a resolution of x1.5 in the core options to even out the scanline generator.

Below are some screenshots showing a slight tweak to the default bloom color settings and an increase in blur. Try @DariusG’s default presets first before adjusting.

Have fun!!! And thanks again to @DariusG.

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Is it too much to ask to make a slang version of this? I don’t use GLCORE.

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Hi @Superdonkeyjack, as said before i’m not a programmer. Usually i resolve this by using IA. Said that seems that the port from glsl to slang is somehow straightfoward… Actually i never use slang shader, but i think setting gl in retroarch option this not affect single emulator back-ends, but i can get wrong on this. Said that i try to convert by my self and if all goes right, i’ll post.

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i’ve updated the Universal shader on the top. Now inside the archive You have both glsl and slang version.

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