05 March 2013, 00:43 | #1 |
Missile Command Champion
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Scanline modifications wanted
For the moment i would like to see a nonlinear update like this from WinUAE
WinUAE D3D scanlines, 2:2, 30% opacity Your scanlines-nonlinear shader. The scanlines looks similar, but i like a bit more opacity. I also like the caligari scanlines shader, which works perfectly in bsnes/higan. The scanlines looks good and the blur is pretty much what i'm looking for. Sadly it doesn't work properly in FS-UAE, tried different zooms. Maybe it need some tweaks. Can't take a proper screenshot with the distortions in FS-UAE though. bnes/higan - caligari scanlines Last edited by Retro-Nerd; 05 March 2013 at 01:05. |
07 March 2013, 20:08 | #2 | |
FS-UAE Developer
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Quote:
Code:
float ia = (128.0 - 10.0) / 255.0 + ((rgb.r + rgb.g + rgb.b) / 3.0) / 2.0; gl_FragColor = rgb * vec4(ia, ia, ia, 1.0); Code:
ia = ia * 0.8; Code:
float ia = (128.0 - 10.0) / 255.0 + ((rgb.r + rgb.g + rgb.b) / 3.0) / 2.0; ia = ia * 0.8; gl_FragColor = rgb * vec4(ia, ia, ia, 1.0); Quote:
Try using the shader with the following options: Code:
low_resolution = 1 line_doubling = 0 Quite nice shader actually Last edited by FrodeSolheim; 07 March 2013 at 20:14. |
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07 March 2013, 20:13 | #3 |
FS-UAE Developer
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Btw, when you use the built-in screenshot function (F12+s or PrintScrn when having input grab), it will also save a screenshot of the OpenGL buffer (blablabla-real-date-xx.png). The "crop"/"full" screenshots are from the Amiga video output, while the "real" one is a proper screenshot of a complete OpenGL frame.
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07 March 2013, 20:29 | #4 |
Old fart
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Yeah more scanline pr0n!
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07 March 2013, 20:38 | #5 | |
Missile Command Champion
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Quote:
For caligari scanlines: You are right, it works fine with lores & non-doubled pixels. Sadly games with small text fonts looks terrible then, but the most lores games are fine. |
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17 July 2013, 16:51 | #6 |
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Any chances that you modify (or least the option for) your scanlines-nonlinear-blur.shader to match the saturation/color hue from TysonJacobs D3D CRT shader?
http://eab.abime.net/support-winuae/...e-release.html |
20 August 2013, 17:29 | #7 | ||
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Quote:
Quote:
I will not be creating CRT emulation shaders myself, but there does exist CRT / curvature shaders in correct format already (some are even included in FS-UAE). I'll only be maintaining relatively simple shaders myself... If the existing "CRT shaders" are not good enough, your only hope is that someone else steps up to the challenge Last edited by FrodeSolheim; 20 August 2013 at 20:34. |
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20 August 2013, 20:16 | #8 | |||
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20 August 2013, 20:31 | #9 |
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Hmm.. yes.. I now noticed that several test shaders were bundled with FS-UAE 2.3.4 by accident, some may even be embarrassingly bad and/or mis-named as I was experimenting a bit
Some of the test shades aren't all that bad. They have some nice features: - scanlines are always aligned with screen pixels and not Amiga pixels. One would think this would be noticeable, but it isn't really... - The result is that scanlines look decent even with non-integer Amiga display scaling (i.e. it works quite well with autoscaling). - variable scanline width depending on screen height (currently two different sizes, for ~720p screens and ~1080p screens). - scanline intensity is done in HSL color mode, so the screen is not desatured due to scanlines - and some other color correction is experimented with as well. I will have to clean this up though... |
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