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https://github.com/italicsjenga/slang-shaders.git
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Added Sammy Atomiswave simulation preset Added JVC Professional TM-H1950CG simulation preset
This commit is contained in:
parent
819892ed0b
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57
hdr/crt-arcade-4k-hdr.slangp
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57
hdr/crt-arcade-4k-hdr.slangp
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/*
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A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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an shadow mask 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).
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My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match.
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Currently defaults towards a Sammy Atomiswave.
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To use:
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine/great.
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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
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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*/
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-slot-mask-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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PaperWhiteNits = "700.000000"
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Contrast = "0.000000"
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ExpandGamut = "1.000000"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedScanlineMin = "0.8900000"
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RedScanlineMax = "1.000000"
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RedScanlineAttack = "0.300000"
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GreenScanlineMin = "0.500000"
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GreenScanlineMax = "0.800000"
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GreenScanlineAttack = "0.300000"
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BlueScanlineMin = "0.500000"
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BlueScanlineMax = "0.800000"
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BlueScanlineAttack = "0.300000"
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RedBeamSharpness = "1.500000"
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RedBeamAttack = "1.8000000"
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GreenBeamSharpness = "1.500000"
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GreenBeamAttack = "1.800000"
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BlueBeamSharpness = "1.500000"
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BlueBeamAttack = "1.800000"
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55
hdr/crt-jvc-professional-4k-hdr.slangp
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55
hdr/crt-jvc-professional-4k-hdr.slangp
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/*
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A shader that specifically tries to emulate JVC professional monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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an shadow mask 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).
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My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match.
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Currently defaults towards a JVC Professional TM-H1950CG.
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To use:
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine/great.
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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
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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*/
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-shadow-mask-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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PaperWhiteNits = "400.000000"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedScanlineMin = "0.550000"
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RedScanlineMax = "0.800000"
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RedScanlineAttack = "1.000000"
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GreenScanlineMin = "0.550000"
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GreenScanlineMax = "0.800000"
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GreenScanlineAttack = "1.000000"
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BlueScanlineMin = "0.550000"
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BlueScanlineMax = "0.800000"
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BlueScanlineAttack = "1.000000"
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RedBeamSharpness = "2.000000"
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RedBeamAttack = "0.7500000"
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GreenBeamSharpness = "2.000000"
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GreenBeamAttack = "0.750000"
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BlueBeamSharpness = "2.000000"
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BlueBeamAttack = "0.750000"
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1
hdr/crt-jvc-professional-TM-H1950CG-4k-hdr.slangp
Normal file
1
hdr/crt-jvc-professional-TM-H1950CG-4k-hdr.slangp
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#reference "crt-jvc-professional-4k-hdr.slangp"
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1
hdr/crt-sammy-atomiswave-4k-hdr.slangp
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1
hdr/crt-sammy-atomiswave-4k-hdr.slangp
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#reference "crt-arcade-4k-hdr.slangp"
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