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Old 03 June 2018, 21:29   #141
Dr.Venom
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Quote:
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 17 June 2018, 00:46   #142
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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, 01:25   #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, 03:24   #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 03:31.
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Old 24 June 2018, 12:05   #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, 13:46   #146
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Alright, thank you guest.r.
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Old 10 September 2018, 09:19   #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, 17:27   #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.
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File Type: zip Scanlines-Sine-Abs-LoRes.zip (1.1 KB, 51 views)
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Old 13 September 2018, 21:07   #149
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Better than crt-pi in my opinion
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Old 31 October 2018, 16:51   #150
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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-Aggressive.zip (1.5 KB, 32 views)
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Old 31 October 2018, 17:02   #151
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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   #152
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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   #153
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Ah indeed.







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Old 31 October 2018, 20:29   #154
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Thanks a lot guest.r!
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Old 31 October 2018, 21:57   #155
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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, 34 views)
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Old 01 November 2018, 13:47   #156
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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   #157
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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, 20 views)

Last edited by guest.r; 06 November 2018 at 15:55.
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Old 23 November 2018, 13:03   #158
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hi guest.r


Still using the crt-guest-dotmask shader attached in this post (quoted below), and still loving it

I now have it installed on a more powerful machine and was wondering if you could add the halation feature from easymode halation to it? That would be awesome..

Also, it's a GLSL version (which is fine), but would it be possible to create a slang version of the crt-guest-dotmask also? I'm curious whether using it with Vulkan and D3D11 will show difference performance versus the GL one.


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.
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Old 24 November 2018, 16:41   #159
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Feel a bit stupid but ... how do you go about using these glsl shaders in WinUAE ? In the above link to guest.r's post it mentions to 'unpack crt-guest-nomask in crt\shaders, the preset in crt folder', though where does the crt folder live ? (somewhere in \WinUAE\plugins\filtershaders\ maybe?)
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Old 24 November 2018, 17:18   #160
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GLSL is for OpenGL. WinUAE uses D3D though. The above shader is for RetroArch anyway.
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