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Old 24 November 2018, 17:34   #161
mcbpete
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Aha - That explains a lot. Thank you So presumably to work in UAE they'll need to be 'converted' to .fx/d3d shaders ?
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Old 24 November 2018, 17:36   #162
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Yes, if it's possible. But guest.r posted already a lot of good shaders for WinUAE in this thread.
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Old 24 November 2018, 17:41   #163
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Ha sorry about that, as Retro-Nerd already mentioned it’s meant for use in retroarch. We went slightly off-topic with this shader (hope that’s ok with the mods). Chances may be that somewhere down the line these shader developments may be useful for use in winuae too. It’s my favorite shader and since guest.r is about the only person creating and porting shaders for winuae, there is some relevance to keeping the discussion centralized here. (Please don’t bug Toni about it, as he’s aware of the earlier discussions in this and some other threads.)
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Old 24 November 2018, 18:04   #164
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Quote:
Originally Posted by Retro-Nerd View Post
Yes, if it's possible. But guest.r posted already a lot of good shaders for WinUAE in this thread.

To give people a head start, do you currently have a favourite CRT shader for WinUAE? I'm guessing either one of the following, but that's because they are my current favourites for WinUAE*

CRT-Guest-Lo-Res.rar (http://eab.abime.net/showpost.php?p=...5&postcount=85)

CRT-Guest-Glow-Lo-Res.rar (http://eab.abime.net/showpost.php?p=...3&postcount=93)


*For people less familiar with the whole thread discussion, both look best of course in D3D9 mode with the guest.r modified _winuae.fx (http://eab.abime.net/showpost.php?p=...4&postcount=68) and phosphor mask .
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Old 24 November 2018, 18:09   #165
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Yep, CRT-Guest-Glow-Lo-Res is my favorite. If you want to eliminate the bad dithering in some games use it in combination with the GDAPT shader as guest.r described above.
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Old 16 December 2018, 18:55   #166
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Originally Posted by guest.r View Post
Np, here you have it.
Cgwg and mask 2 (aperture) should cause least artifacts, but other masks should look decent to, but are a bit wider, which could interact with bent scanlines.
Hi guest.r,

It’s been too long since a shader update request

Would it be possible to add glow as an option to the CRT-guest-dotmask-curvature? (The one attached here: http://eab.abime.net/showpost.php?p=...&postcount=140 ).

Would be really great, if you have some time! Been enjoying the shader, and the ability to use some slight glow could possibly make it even more authentic
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Old 16 December 2018, 20:08   #167
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Hey, NP, glow can be added, it uses the standard version though.
I guess it should run fast enough.

http://screenshotcomparison.com/comparison/126044
Attached Files
File Type: zip crt-guest-dotmask-curvature-glow-preset.zip (321 Bytes, 12 views)
File Type: zip crt-guest-nomask-curvature-glow.zip (2.7 KB, 11 views)
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Old 17 December 2018, 01:17   #168
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Quote:
Originally Posted by guest.r View Post
Hey, NP, glow can be added, it uses the standard version though.
I guess it should run fast enough.

http://screenshotcomparison.com/comparison/126044

Awesome man, I'm loving it Thanks!

Just wondering if a small configuration tweak could be made. Would it be possible to have the Glow parameter setting splitted in:

Glow - Strength, and
Glow - Radius

I'm asking because the glow on a real CRT looks differently when viewed in a bright lit room versus a dark room. This is especially evident when viewing white text / sprite on a black background. In a dark room the radius of the glow can be quite large. For example one of my CRTs if I look at bright white text on a black background then the strength of the glow is quite weak, but the radius of the (faint) glow quite big. This is opposite to when viewing the same in a brightly lit room, as then only a small radius glow can be seen.

It would be pretty cool if that radius could be simulated / configured to a larger degree with the glow shader setting, without also changing the strenght on the glow itself..

No worries if that's not really feasible with the current implementation, just exploring the possibility.
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Old Yesterday, 15:20   #169
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NP, again. I needed to take a different approach here. It's even faster and has radius included. Looks a bit crappy (due the nature of implementation) with lower radius values, not recommended to use 1 or 2.

I had to rework the main shader as well to introduce glow after mask, looks nicer and more authentic.

Another hint, GLOW_FALLOFF has to be lowered with greater radius, just a reminder.

It uses a different name, so folks can have both versions.

(These shaders are Retroarch GLSL shaders, cannot be used in WinUAE, sorry for a bit OT therefore).
Attached Files
File Type: zip crt-guest-dotmask-curvature-glow1-preset.zip (393 Bytes, 5 views)
File Type: zip crt-guest-nomask-curvature-glow1.zip (5.5 KB, 5 views)
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