@anikom15 Your post is half interesting and productive and half ego-driven and vitriolic. I will respectfully pay no heed to the latter half because again I don’t see why we should be arguing in those terms.
Instead, I’m going to try and explain again what I’m asking about, and try to be as specific and accurate as I possibly can. I hope you will understand that I’m not a programmer or a 3D artist, that I’m not an english native speaker and that for these reasons my language may not be as precise and technically sound as is required. And this is also for you, @Cyber
I would like to know whether or not it would be possible to develop an image altering filter, commonly known as ‘shaders’, which brings the desirable effects that HDRR bestows on modern videogames to the realm of older ones, such as the content that can be emulated within the framework of the frontend RetroArch. And if it is indeed possible, whether or not any of the brilliant developers present in this community would be interested in writing it.
This shader would provide users with expanded headroom to increase the perceived brightness and particularly contrast of the scenes that these older games present to them, by mapping and then processing the signals used to construct said scenes, dynamically and in real time.
The proposed method is the following: as contrast is augmented by way of the addition of other image enhancement shaders, such as CRT-display simulators, the luminance values of the pixels that make up the darker regions of the image may be increased, in the circumstance that they fall under a specified threshold, so as to preserve details in these regions. Similarly, and with the same detail preservation goal in mind, the luminance values of the pixels that make up the brightest areas of the scene may be decreased should they rise higher than the threshold specified for highlights. The areas around the middle of the histogram are not affected to the same extent but can still benefit from brightness increments while staying relatively faithful to the artistic intention of the creators and the characteristics of the displays used at the time.
This systems, if implemented correctly, could result in an overall brighter, more vivid, and more saturated image, devoid of detail loss on both extremes of its histogram.
Therefore, the use of this technology would help users maximize the potential capabilities of their displays, and ameliorate the reduction of brightness traditionally associated with the CRT simulations mentioned earlier.
An added beneficial side effect would be the creation of shader chains that could be applied to a wide variety of content, avoiding the need to configure and manage large numbers of game-specific presets, which can be a laborious and time-consuming process, since the standards for brightness and colour were not as clearly defined and normalized at the time of the creation of that content as they are today.
The presentation of games that were released with abnormal gamma and brightness characteristics, either globally or in specific levels or areas, could also be greatly improved in a convenient, automated manner.
As this technology progresses and people gain acces to it, it has the potential to be employed in other creative and interesting ways down the line, such as on the fly colour calibration.
I have written it with a lot of actual care, and a pinch of good-wiIled irony too 
In any case I hope my idea/plan/proposal/request or however you want to call it is more clear now. And let’s bury that silly hatchet, man. I’m not your enemy. I was away for a long time, but like always I’m here to help and learn and enjoy conversing and discussing, not to take advantage of anyone’s time and skills for personal gain, or ego-argue over menial things. I’m 45 years old, and well past that point.