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Old 03 June 2018, 20:29   #141
Dr.Venom
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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.

Great, many thanks for this . The curvature works very well, there are little to no artifacts when using it. In the special case when there is a tiny bit of artifacting it's not distracting in any way.

Interestingly when comparing side by side with my sony trinitron I only need to adjust a tiny bit for the warpX to match the geometry (the Y geometry on that specific trinitron is pretty good). It's interesting how in my mind that monitor had more screen curvature than it actually has.

Thanks again for getting back to the many requests / wishes, that's really appreciated . Now it's time to enjoy them some more...
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Old 16 June 2018, 23:46   #142
Leandro Jardim
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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, 00:25   #143
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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, 02:24   #144
Leandro Jardim
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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 02:31.
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Old 24 June 2018, 11:05   #145
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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, 12:46   #146
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Alright, thank you guest.r.
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Old 10 September 2018, 08:19   #147
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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, 16:27   #148
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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.
Attached Files
File Type: zip Scanlines-Sine-Abs-LoRes.zip (1.1 KB, 24 views)
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Old 13 September 2018, 20:07   #149
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Better than crt-pi in my opinion
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