This shader tries to reproduce a CRT-like output without replicating a RGB patterns.
It has the following features:
- allows fractional scaling
- uses texture AA shader and subpixel scaling for evenly placed sharp pixels
- has a horizontal blur function which mimics bad signal quality of some systems (megadrive, psx)
- has a vertical blur function which mimics n64 vertical software blur
- adds some noise to mimic restless CRT colors
- has a curvator function
- looks good with resolutions <= 1080p
- has modest system requirements
- adds a slotmask to the output.
https://forums.libretro.com/t/gizmo-slotmask-crt-shader/41594
* Add gizmo-crt shader
This shader tries to reproduce a CRT-like output without replicating mask or RGB patterns.
It has the following features:
- allows fractional scaling
- uses texture AA shader and subpixel scaling for evenly placed sharp pixels
- has a horizontal blur function which mimics bad signal quality of some systems (megadrive, psx)
- has a vertical blur function which mimics n64 vertical software blur
- adds some noise to mimic restless CRT colors
- has a curvator function
- looks good with resolutions <= 1080p
- has modest system requirements
https://forums.libretro.com/t/gizmo-crt-shader/41409https://github.com/gizmo98/gizmo-crt-shader
* Update crt-consumer.slang
Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630.
* Update crt-gdv-mini-ultra.slang
Removed NTSC, some corrections too.
* Update zfast_crt_composite.slang
* Update fake-crt-geom.slang
* integrate NTSC-colors
* Integrate NTSC-colors
* Integrate NTSC-colors, some fixes too
* additions
Added hue shift from grade, improved glow, added scanlines downscale to interlace mode. Some other touches too
* Update crt-consumer.slang
* fix scanlines misalignment
* add protect white on masks parameter
* improve glow
* add palette fixes
Sega, and PUAE Atari ST dark palettes
* integrate NTSC-colors
* Integrate NTSC-colors
* Integrate NTSC-colors, some fixes too
* additions
Added hue shift from grade, improved glow, added scanlines downscale to interlace mode. Some other touches too
* Update crt-consumer.slang
* fix scanlines misalignment
* add protect white on masks parameter
* integrate NTSC-colors
* Integrate NTSC-colors
* Integrate NTSC-colors, some fixes too
* additions
Added hue shift from grade, improved glow, added scanlines downscale to interlace mode. Some other touches too
* Update crt-consumer.slang
* make a bunch of implicit scaling rules explicit and move color shaders before scaling shaders in the handheld directory
* remove extraneous file
* switch vhs from viewport to source scaling
* fix preset parsing issues from https://github.com/libretro/slang-shaders/issues/369
* one more preset fixed
* fix some malformed preset directives
* fix preset lines erroneously ending in semicolons
* fix another malformed preset directive
* make sure grade and glass at least load properly
* comment one more bad path
* update shaders that use Original to use a reference pass instead for append/prepend readiness
* remove some extraneous files
* fix super-xbr preset that was already broken apparently
Based on CRT Royale, this filter includes a lot of cool features:
- Horizontal ringing (produced by low pass filters e.g. SNES video output)
- CVBS / S-VIDEO / RGB filter modes
- Accurate pixel perfect dimensions (for 1080 resolutions and up)
- TV frames that reminds the 90's experience
- PC monitor frame also available
- New adjustable scale system to fix image size and overscans
- Ambient lighting and rear LED simulation modes
- Reflections over the screen borders
- Nice bulged screen finish
- Auto scales to any resolution, preserving 4:3 ratio
- 3 shaders available: normal mode, fast mode and doubled outputs mode
Glcore and d3d11 drivers supported at the moment.
* CRt-Yee64 and yeetron now uses RSDK Decompilation code
Which means its now humanly readable!
Hooray for reverse engineer!
* I think i got those mixed up so, here
To avoid duplicating the whole shader implementation, the needed define
has been split into its own file, and the shader implementation is now
in an include file.
Fixes a compliation error that occurs if `RUNTIME_SHADER_PARAMS_ENABLE' is turned off. The inline function `is_interlaced' in the file `src/scanline-functions.h' expects `interlace_detect' to be a bool, not a float.
* add updated NDS color, Super Sleuth gamma ramp and more trogglemonkey blurs
* whoops, remove debug workaround
* remove reference to Cg shaders
* make ntsc-adaptive more custom, add RF preset, move some ntsc presets to 'presets'
* add TATE mode to mame_hlsl
* add crt-guest-dr-venom2 shaders and presets
* get rid of weird character in filename
* add updated crt-hyllian shaders and presets
* update guest's deconvergence to latest
* more gdv updates
* forgot one