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44 lines
2.6 KiB
Plaintext
44 lines
2.6 KiB
Plaintext
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Thank you squarepusher and maister, for hammering out the shader framework that
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made this possible and being so receptive to my feedback for Retroarch and the
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libretro Cg shader spec. Thank you especially maister, for designing the sRGB
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support with me and implementing all the code for both sRGB FBO's and mipmapped
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FBO's in less time than it took me to add mipmapped LUT's alone!
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I want to thank xythen and DOLLS for inspiring me with their early efforts:
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http://board.byuu.org/viewtopic.php?f=10&t=147
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http://board.byuu.org/viewtopic.php?p=3820#p3834
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I've never spoken with them, but I never would have thought to make this shader
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if xythen hadn't gotten the ball rolling, or if DOLLS hadn't made his point
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about just how far CRT emulation could go with his phosphor mask prototypes,
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convergence error images, and barrel distortion code.
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I also want to thank hunterk for his excellent blog, especially this post:
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http://filthypants.blogspot.com/2011/05/
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more-emulator-pixel-shaders-crt-updated.html
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Along with caligari's work, his PhosphorLUT shader provoked me to experiment
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with game-style bloom as a way to reconcile shadow masks with full brightness.
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Along with Pulp Fiction, he also gets credit for helping me name this shader. :D
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Thank you Hyllian for your enthusiasm: It kept me focused on actually releasing
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this shader instead of refining it in perpetuity!
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Finally, I want to thank cgwg for everything he has done for CRT emulation:
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He was the first to consider the effects of halation, and (in addition to
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caligari?) he did the most research on the Gaussian properties of scanline
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electron beams. His forum posts and links to academic research were very
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helpful, and so were the few PM's we exchanged many months ago: I originally
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meant to wet my feet by extending his shader with cylindrical curvature before
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writing my own. I never managed to understand his curvature code (due to all of
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the different algebraic/trigonometric stages being rolled into one), and I gave
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up and started from scratch, but talking with him helped me piece together how
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his spherical uv<=>xyz mapping worked mathematically. My own is subtly
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different, but not on purpose. ;) A lot of the user parameters for geometry
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were inspired by his own (including Euler angle tilt and a "view distance" for
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controlling the field of view with a simplified near-plane). Last but not
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least, my border dimming code was based more directly off of his: I did what I
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could to write a fresh implementation of his algorithm with new features, but
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the line between code and algorithm is pretty thin in that function, and it's
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a testament to him coming up with such an elegant solution.
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TroggleMonkey
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