The novel thing about this group of shaders is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
an aperture grille afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol).
My HDR 700 monitors does seem to get reasonably close to the brightness of my PVM's - its not quite there but its close.
You'll need a version of RetroArch post Christmas 2021 that disables the HDR chain when it detects a HDR render target in the render chain
NOTE: when the hdr10 and inverse_tonemap shaders are envoked the Peak Luminance and Paper White Luminance in the menu *do nothing* instead set those values through the 'Shader Parameters' instead
Set Peak Luminance to the 'Peak Luminance' of your monitor and set Paper White Luminance to roughly half dependent on the game and the monitor.
Also try to use a integer scaling - its just better - overscaling is fine/great.
This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
Works only with the D3D11/D3D12 drivers currently
If taking fullscreen at 4K it currently emulates lower than a 600TVL screen - ie 3840(res) / 6(aperture grille pattern) = 640 TVL.
But 600TVL on a 4:3 TV actually means 800 vertical lines as the TVL figure relates to the screen height across the width.
We need 8K to really start to get round the right ballpark. We need 9600 resolution to have the full 12 pixel apperture grille (800TVL * 12 (aperture grille pattern))
TODO: Make the horizontal scanlines more blurry in the vertical direction - we're working in HDR space at this point so its trickier than normal.