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Old 15 May 2018, 20:14   #121
Leandro Jardim
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Oh no, Retro-Nerd, I didn't want to ignore, to depreciate your valuable help! Was my fault, I only wanted to give thanks at the thread end, because I thought it was more logical.

Thank you for your help and comprehension, always.
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Old 24 May 2018, 12:23   #122
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It's not so much the glare or the curvature (I had a perfectly flat screen for my Amiga) but rather the RF/PAL colour bleed, which is a completely different beast to the colour bloom we're seeing in other shaders. I have yet to see any shaders that look correct for a PAL TV, they all look like arcade CRT monitors.
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Old 24 May 2018, 12:57   #123
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Quote:
Originally Posted by Dunny View Post
It's not so much the glare or the curvature (I had a perfectly flat screen for my Amiga) but rather the RF/PAL colour bleed, which is a completely different beast to the colour bloom we're seeing in other shaders. I have yet to see any shaders that look correct for a PAL TV, they all look like arcade CRT monitors.
I never used RF for my Amiga or consoles, always used RGB input (mostly via SCART) so the RF/PAL color bleed wasn't really a factor for me personally.

I do have several different CRT monitors and TV's, but even those all look different because of their different mask technologies, then add in the possibility of using RF instead of RGB, then add gamma, contrast, brightness etc configuration and you have a million different possible looks to one and the same input signal.

So yeah, there's a good reason why so many people have a different opinion of what looks "correct" for them when it comes to CRT.. Queue the long list of configurable parameters in shaders
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Old 24 May 2018, 22:03   #124
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Quote:
Originally Posted by Dunny View Post
It's not so much the glare or the curvature (I had a perfectly flat screen for my Amiga) but rather the RF/PAL colour bleed, which is a completely different beast to the colour bloom we're seeing in other shaders. I have yet to see any shaders that look correct for a PAL TV, they all look like arcade CRT monitors.
I posted a pal shader in the FS-UAE thread.

http://eab.abime.net/showthread.php?t=87030&page=10

Unfortunately it's a multipass shader and depends on calculated masks, so i'm not able to create one for WinUAE. Maybe you like it.
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Old 17 June 2018, 00:46   #125
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Originally Posted by guest.r View Post
I also modified the default _winuae.fx shader to apply the mask in gamma space. Heavier aperture masks look much better and are worth a try. I think it makes the change in D3D9 mode only.
Maybe Toni could make it work in D3D11 too?
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Old 17 June 2018, 01:25   #126
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Do any of the shader gurus here understand how the NES and SNES classic performs the border/overlay color cycling animation type effect? I have read Nintendo uses standard png files and a custom shader, but don't know enough about it to really know. It would be cool to integrate this ability with Retroarch on other platforms than the NES/SNES Classic.
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Old 24 June 2018, 03:24   #127
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guest.r, is there any way you can create a shader to simulate slot mask type TVs for us? I've tried the masks of the links below but for some reason they do not look nice on my computer when I use them with your other shaders.

My CRT TV that had the most beautiful image was of this type and I used it with my Amiga 500 that I no longer have.

I use a computer with Intel 4400 chipset and FullHD LED TV. I'm not sure if this is influencing the result. But surely the result would be much better on a 4K UltraHD TV.

http://eab.abime.net/showpost.php?p=...3&postcount=62
http://eab.abime.net/showpost.php?p=...0&postcount=64

Last edited by Leandro Jardim; 24 June 2018 at 03:31.
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Old 24 June 2018, 12:05   #128
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Shader generated masks are not possible to implement yet with WinUAE due two reasons.

First is the lack of input (uniform) variables for original and output sizes afaik and the second is that exact scaling to output resolution is required.

Latter is very hard to do, since there is zillions of scaling options and especially smart overlays make it even harder.

The only help i can offer with masks was the modified _winuae.fx shader under d3d9 which applies them in gamma space.

I think even a shader mask would look preety the same as a png one though.
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Old 24 June 2018, 13:46   #129
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Alright, thank you guest.r.
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Old 10 September 2018, 09:19   #130
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This is a good one too, runs very fast even on old Geforce FX 5200, Radeon 9200 etc.


https://github.com/libretro/common-s...es-sine-abs.cg
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Old 13 September 2018, 17:27   #131
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Why not, i tested it and it looks very good with simpler gfx. games like rainbow islands, Bubble Bobble etc. Everywhere else is a matter of taste.

Would port it sooner but have been busy with rep grinding.
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File Type: zip Scanlines-Sine-Abs-LoRes.zip (1.1 KB, 57 views)
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Old 13 September 2018, 21:07   #132
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Better than crt-pi in my opinion
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Old 31 October 2018, 16:51   #133
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Took a look at 2 pass GDAPT (anti)dithering shader and managed to port it to WinUAE. Good news is it's almost as good as MDAPT (5 pass, mission impossible here) when clearing large surfaces, still a bit inferior overall.

With a D3D11 config you can use it as a standalone shader, best with integer scaling.

Another good news is with D3D9, you can stack effects. Just put GDAPT under the -1 pass and desired shader under 0.

There is another "aggressive" version, which smears text and similar. Use at own preference.
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File Type: zip GDAPT-Lores.zip (1.7 KB, 42 views)
File Type: zip GDAPT-Lores-Aggressive.zip (1.5 KB, 37 views)
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Old 31 October 2018, 17:02   #134
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Many thanks, guest. The "agressive" version looks a bit better. But it causes some glitches as you said.








Any chance that you combine it with "CRT-Guest-Glow-Fast-Lo-Res.fx"
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Old 31 October 2018, 17:11   #135
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You can try to put the GDAPT under the "-1" pass and the CRT-Guest-Glow-Fast-Lo-Res.fx under the "1" pass. I think this should work.
D3D9 only for now i guess.

It's not possible to merge it under D3D11 for now, since wokingsampler is not supported.
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Old 31 October 2018, 17:38   #136
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Ah indeed.







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Old 31 October 2018, 20:29   #137
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Thanks a lot guest.r!
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Old 31 October 2018, 21:57   #138
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Np. Dithering didn't consider emulation and sharp displays.
Anyway, here is the gamma space version of the GDAPT shader, you can use it as the dafault version i guess.
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File Type: zip GDAPT-Lores-Gamma.zip (1.7 KB, 38 views)
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Old 01 November 2018, 13:47   #139
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It's also great for some Sega Genesis games.


http://screenshotcomparison.com/comparison/123550
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Old 04 November 2018, 23:24   #140
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I found the previously posted CRT-Scanline a bit boring, so i developed a new "main" function, which is better. You can get better looking scanlines with the new version now (it's customisable).

3x setting is recommended, should be fast enough.

Edit: New, improved version. Much nicer IMO.
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File Type: zip CRT-Scanline-Lo-Res.zip (1.8 KB, 31 views)

Last edited by guest.r; 06 November 2018 at 15:55.
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