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Old 10 April 2018, 01:02   #101
dragon57
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I want to thank all the contributors to this effort. I don't post a lot, but when I find something deserving of praise, I pop up, and this effort does require a goodly amount of praise. The shader code is greatly appreciated.
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Old 12 April 2018, 22:35   #102
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Found a nice Sony Trinitron overlay. Looks really good with CRT-Guest-Glow-Lores+RGB mask.




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Old 12 April 2018, 22:49   #103
Leandro Jardim
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Nice pics. Could you post the new overlay in The Zone for us?
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Old 12 April 2018, 22:52   #104
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Found it here (and some more).

https://forums.libretro.com/t/exodus...t-support/9192
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Old 12 April 2018, 23:13   #105
Leandro Jardim
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Thanks. Great find!
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Old 12 April 2018, 23:44   #106
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Funny, I found on that site a picture of my old TV that I usually had connected to my Amiga 500 in 1997!



Beyond that, I had also a bigger Philips TV 21" that had a incredible colorful image when connected to my Amiga 500 via composite line.

Sorry for posting twice.
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Old 13 April 2018, 00:13   #107
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These shaders are all very nice, but they look much cleaner and sharper than my 14" TV ever did. I wish someone would make a shader that recreated those, that would rock.
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Old 24 April 2018, 14:09   #108
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Quote:
Originally Posted by guest.r View Post
I also improved crt-guest to look a bit nicer and run faster, it's tweakable enough i guess..
Thanks again for creating this shader, with some tweaking of the parameters for personal preference it looks really great (especially with the modified winuae.fx!).

I'm also finding a new advantage in that it's really fast. This is coming in very handy when using it on less powerful devices, while still giving a truthful CRT experience.

As such, I was wondering whether you could possibly port your CRT-Guest-Lo-Res.fx shader to Retroarch's OpenGL format?

On my portable setup I have some libretro cores that I can't run with any of the (good looking) CRT shaders, because they're too demanding and I'm really curious whether a port of your shader would run fast enough .
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Old 24 April 2018, 18:18   #109
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No problem.

Don't forget to customize it...

Note: is for Retroarch GLSL format, not for WinUAE.

The preset goes into crt folder, the shader into crt\shaders
Attached Files
File Type: zip crt-guest.zip (2.1 KB, 24 views)
File Type: zip crt-guest-preset.zip (201 Bytes, 26 views)
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Old 25 April 2018, 16:29   #110
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Quote:
Originally Posted by guest.r View Post
No problem.

Don't forget to customize it...

Note: is for Retroarch GLSL format, not for WinUAE.

The preset goes into crt folder, the shader into crt\shaders
Thanks, it's superfast and runs without issues when used with some of the more demanding cores on my Atom device .

For some reason though I can't get it to look as good as the crt-guest-lo-res.fx in WinUAE. Even after doing a fair amount of tweaking and testing..

Given that personal preference brings it down to a balancing act of the various parameters, it's difficult to pinpoint the difference to one of the single parameters. In WinUAE I can find a good balance between soft but clearly visible scanlines without losing screen brightness and definition, but for some reason I can't strike this balance in the retroarch version (I'm using it on a device with a 720p screen btw)..

If I would have to name one it's that the scanline parameter has a different effect? In the retroarch version there seems to be less variance in the height of the scanline when changing the scanline parameter.

Would you expect the same output result should be achievable in both or is there any material difference between the glsl version and the WinUAE one from post #85?

In any case, the most important thing is that the WinUAE version is working so great, so no worries if this is just the way it works with the retroarch opengl version. Just curious
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Old 26 April 2018, 20:25   #111
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The scanlines are a bit different, more "advanced". So some parameters differ from the WinUAE version and direct transfer would be no good.

The shape is mainly affected by two parameters:

Code:
#define beam_min     0.65	  // dark area beam min - wide
#define beam_max     1.2 	  // bright area beam max - narrow
(This must be altered as the first number in the #pragma parameter code section to take effect permanently.)

The lower the numbers the stronger the scanlines.
First number determines the scanline strength in black pixel, the second on a bright one. Pixels with medium brightness get something in between.

This approach is used by most slower/advanced crt shaders.

The scanline parameter itself determines vertical sharpness and scanline shape (higher number means more rounded scanlines), but this mostly matters on high res displays.

Anyway, hope this helps a bit...

Edit: maybe this version is more authentic...
Attached Files
File Type: zip crt-guest.zip (2.1 KB, 32 views)

Last edited by guest.r; 27 April 2018 at 12:19. Reason: Original shader version.
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Old 27 April 2018, 20:29   #112
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Awesome

I had the older version already look much better based on your tips, but this new version is even better

With regards to the mask, did you implement one that is comparable to one of the three png masks that you posted earlier? It looks like an aperture / trinitron type mask?

For WinUAE I sort of settled on the CRT-Lottes one, so just curious how that compares to the one that is in the glsl version (even though I know the implementation works very differently in WinUAE)..


Quote:
Originally Posted by guest.r View Post
Edit: maybe this version is more authentic...
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Old 27 April 2018, 21:31   #113
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It uses phosphor mask, is the most neutral one.

I can add a seperate nomask shader and then another dotmask shader which contains 5 mask types (0, 1, 2, 3, 4 - 0 is phosphor, other are lottes masks).

I also fixed the RA glsl dotmask shader for 0 mask.

Speed should stay acceptable i guess.

(unpack crt-guest-nomask in crt\shaders, the preset in crt folder).

The masks can get a decent tweak also.
Attached Files
File Type: rar crt-guest-nomask.rar (3.4 KB, 29 views)
File Type: zip crt-guest-dotmask-preset.zip (277 Bytes, 30 views)
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Old 30 April 2018, 18:00   #114
OsabaKoldo
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Hi guest.r
Nice filters. I like CRT-Guest-Hi-Res, is like an arcade machine. I make an autoload Host file called Arcade with this filter and use it with the DamienD´s pack, so i can bypass his graphics options (fullscreen, scanlines) with my own settings (1920x1080 fullwindow, superhires*). My question is: how i can modify the filter to see less scanlines?
*I use superhires instead hires because i see less blurry:

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Old 30 April 2018, 18:03   #115
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You can edit the h/v sharpness or scanlines strenght inside the CRT-Guest-Hi-Res.fx shader file. Just open it with a text edtior. btw: Lores and Line mode = Single looks best for Lo-Res games. Use CRT-Guest-Lo-Res.fx then.

Last edited by Retro-Nerd; 30 April 2018 at 18:08.
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Old 03 May 2018, 20:41   #116
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Quote:
Originally Posted by guest.r View Post
It uses phosphor mask, is the most neutral one.

I can add a seperate nomask shader and then another dotmask shader which contains 5 mask types (0, 1, 2, 3, 4 - 0 is phosphor, other are lottes masks).

I also fixed the RA glsl dotmask shader for 0 mask.

Speed should stay acceptable i guess.

(unpack crt-guest-nomask in crt\shaders, the preset in crt folder).

The masks can get a decent tweak also.
Ah, thanks for that one. Looks pretty good in RetroArch.

Last edited by Retro-Nerd; 03 May 2018 at 21:56.
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Old 06 May 2018, 14:39   #117
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Guys, this thread is just awesome ! Thanks to you all for this great work

I'm currently trying to run Pinball Dreams on a rotated CRT through WINUAE and my search ended in this thread

I would like to ask you all if it would be possible / doable to add some 90° / 180° / 270° rotation to any of these shaders (or is it already possible ?).

Thanks in advance for your help
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Old 06 May 2018, 18:06   #118
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Yea it's possible to add rotation to shaders, i guess 90 degree should do for start.
I'm adding this to a DDT-Sharp shader, which is basically a HQ version of linear filtering and looks much better.

If there are some special wishes about rotation/shader effect please let me know.
Attached Files
File Type: zip DDT-Sharp-LoRes-Rotated-90.zip (2.0 KB, 15 views)
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Old 06 May 2018, 20:25   #119
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omg guest.r thank you so much ! I will test this asap and get back to you !

EDIT : I couldn't wait and tested it immediately ! It works very well, however as I suspected my rotation is of 270° (as most pincabs are) so my workbench is backwards lol

The same @270° and it will be just perfect !

EDIT 2 : Is it possible to have a specific "vertical" shader to use with it, as when it is rotated, it will appear "horizontal" ? I'm not sure I explain very well... old CRT were made to run games with no rotation so the horizontal scanlines are normal, now that we virtually rotate it, it needs a vertical scanlines becoming horizontal (normal) with the rotation...

Ok I think my second explaination is worse than the first one haha

Thanks again anyway

Last edited by rodpulsar; 06 May 2018 at 20:53.
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Old 06 May 2018, 21:34   #120
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NP, it can be corrected.

The rotated crt shader needs a special mask to look OK though, since they are applied afterwards.

The scanlines will look horizontal on the rotated display i think that's what you are asking.

Having vertical scanlines is also possible...but it's a more demanding change.
Attached Files
File Type: zip DDT-Sharp-LoRes-Rotated.zip (2.0 KB, 16 views)
File Type: zip CRT-Guest-Lo-Res-Rotated.zip (1.8 KB, 18 views)
File Type: zip crt-mask-phosphor-vertical.zip (264 Bytes, 18 views)
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