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#1 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,475
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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. |
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#2 | |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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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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#3 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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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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#4 |
Old fart
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Yeah more scanline pr0n!
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#5 | |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,475
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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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#6 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,475
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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 |
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#7 | ||
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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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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#8 | |||
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,475
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Quote:
![]() Quote:
Quote:
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#9 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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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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