09 November 2017, 15:42 | #141 |
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This "Dreamscape" shader is nice for folks who like smoothing/scaling shaders.
It was invented by a fellow emu fan shinra358 and i helped a bit with RA implementation. This version is a bit different due shader framework differences. ---------------------------------------------------------------------------- Another version with different bloom added. Some screenies: Last edited by guest.r; 09 November 2017 at 21:57. Reason: Screenies, small update, another version. |
09 November 2017, 23:22 | #142 |
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Puh, sorry guest. Who would ever want to use such kind of filters in emulators? Maybe useful for art projects but surely not for gaming.
The CRT-Pvm-Lite update was nice though . |
10 November 2017, 17:16 | #143 |
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Ehe, you are right with some games, it looks a bit strange with games like Rainbow Islands even when you are familiar with the effect.
But in my personal taste it looks very lovely in Lotus etc.. Such (smoothing/scaling) shaders prefer some games more some less. Same category as Super xBR or NNEDI. Woudn't use these for a large group of Amiga games, true. I have tweaked a bit more and the produced versions are more optimised for a larger variety of games. Please download new versions below. Last edited by guest.r; 13 November 2017 at 22:46. |
17 November 2017, 23:11 | #144 |
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Well, i've been contemplating my old TV again and discovered it's producing some kinky color aberrations.
I tried to emulate it and it's a quite similar thing. I'm also quite a fan of CRT Lottes, since it also has many tweakable options and i modified it with the tv-colors stuff. Last edited by guest.r; 18 November 2017 at 01:57. Reason: Slightly increased brightness, screenie. |
17 November 2017, 23:22 | #145 |
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18 November 2017, 04:31 | #146 | |
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Quote:
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18 November 2017, 06:41 | #147 |
Moon 1969 = amiga 1985
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not bad at all but i use to prefer this : but perhaps a little scanline or something like that could be better for others. But without scanlines i found
the result pretty good. My goal is always to try to make it look like the same game with a better resolution. filters used : 1: 5xbr-v3.8c 2: AASF1 3: GS2xsmartfilter ... lores single (winuae) because this game is lores and single lines. but if you monitor is more blurry than mine you can just keep filters 1 and 2 and on crt just 5xbr-v3.8c (i guess for the crt). Last edited by turrican3; 18 November 2017 at 07:04. |
18 November 2017, 11:57 | #148 | |
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Quote:
On my TV surfaces leave green and magenta shades. PVM shaders use theese tintings too, but in vertical direction. @turrican3 If you want you can try some of the smoothing/scaling shaders for FS-UAE also. There are some like super-xbr, xbr-super, dreamscape. I'm adding a nice ScaleFX - aa shader if you want to try it, similar to the screenie above. Last edited by guest.r; 18 November 2017 at 13:03. |
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18 November 2017, 17:58 | #149 | |
Moon 1969 = amiga 1985
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compatible ? |
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18 November 2017, 20:16 | #150 |
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They are not compatible. But for testing purpose you can easily create an A500/1MB profile.
I recommend using 1 floppy games for testing though. |
26 November 2017, 14:44 | #151 |
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After a request for this nice shader i managed to port it to FS-UAE. It has many options, you can edit the #defines with Notepad++ and find your best setup.
For newcomers, create a Shaders folder inside of the Data folder of the FS-UAE directory and unpack the shader inside. Then in the launcher, under Additional configuration (the cogwheel icon), enter the lines: Code:
keep_aspect = 1.0 line_doubling = 0 low_resolution = 1 shader = crt-easymode-halation Last edited by guest.r; 26 November 2017 at 21:03. |
26 November 2017, 19:47 | #152 |
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It's on my system.
Code:
[SHADERS] Initialize [SHADERS] Checking shader crt-easymode-halation [SHADERS] Checking shader /home/stw/FS-UAE/Data/Shaders/crt-easymode-halation.shader [SHADERS] GL_INFO_LENGTH was 0 [SHADERS] Compiled vertex shader successfully 0:27(16): error: could not implicitly convert operands to arithmetic operator 0:27(16): error: operands to arithmetic operators must be numeric 0:27(12): error: no matching function for call to `exp(error)'; candidates are: 0:27(12): error: float exp(float) 0:27(12): error: vec2 exp(vec2) 0:27(12): error: vec3 exp(vec3) 0:27(12): error: vec4 exp(vec4) 0:28(13): warning: `k' used uninitialized 0:29(9): warning: `k' used uninitialized WARNING: [SHADERS] Failed to compile fragment shader WARNING: [SHADERS] No shader passes loaded [SHADERS] Done loading shader |
26 November 2017, 21:03 | #153 |
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I've updated the shader, it's a bit heavy, but should work better now i guess.
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27 November 2017, 14:49 | #154 |
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Bugfix.
As requested, Daum port too. (Dosbox).
Thankfully, it compiles the fast way. I think retrofans will understand the OT. I changed some (default) settings to show they are working. To achieve the best effect please experiment in RA and then edit the #defines. Edit: a mighty halation bugfix. Last edited by guest.r; 27 November 2017 at 15:35. |
27 November 2017, 18:09 | #155 |
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27 November 2017, 19:30 | #156 |
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I think got this one too.
This one is configured a bit differently. Hope it works now. Edit: optimized for AMD Linux drivers Last edited by guest.r; 28 November 2017 at 18:28. |
28 November 2017, 17:45 | #157 |
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No, sorry. The nitpicky Mesa shader compiler is still complaining...
Code:
0:51(18): error: no matching function for call to `texture(sampler2D, vec2)'; candidates are: 0:51(14): error: no matching function for call to `pow(error, vec4)'; candidates are: 0:51(14): error: float pow(float, float) 0:51(14): error: vec2 pow(vec2, vec2) 0:51(14): error: vec3 pow(vec3, vec3) 0:51(14): error: vec4 pow(vec4, vec4) 0:51(9): error: cannot construct `mat4' from a non-numeric data type 0:51(2): error: `return' with wrong type error, in function `get_color_matrix' returning mat4 0:105(19): error: could not implicitly convert operands to relational operator 0:105(19): error: RHS of `&&' must be scalar boolean 0:169(6): error: operands of `==' must have the same type 0:170(11): error: operands of `==' must have the same type 0:171(11): error: operands of `==' must have the same type 0:172(11): error: operands of `==' must have the same type 0:173(11): error: operands of `==' must have the same type 0:174(11): error: operands of `==' must have the same type 0:175(11): error: operands of `==' must have the same type |
28 November 2017, 18:29 | #158 |
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I re-uploaded the shader, can you test it again please?
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28 November 2017, 19:51 | #159 |
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Yeah, you did it. Now it works and it looks great. I lowered is the corner size a bit and now it looks perfect with lores forced and line doubling disabled.
I already liked this kind of shader in retroarch with libretro-fsuae core and now I can use it with fs-uae directly, many thanks. |
02 December 2017, 22:34 | #160 |
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New sort of TV shader, a bit inspired with the popular ntsc effect.
Has many tweakable options... Edit: some tweaks, looks nicer now. Last edited by guest.r; 03 December 2017 at 13:29. |
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