Merge pull request #238 from MajorPainTheCactus/megatron_1_0

V1.0 Sony Megatron Shader
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hizzlekizzle 2022-03-11 08:24:28 -06:00 committed by GitHub
commit 8121e935bd
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20 changed files with 46 additions and 22 deletions

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#reference "crt-bang-olufsen-4k-hdr.slangp"

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#reference "crt-jvc-professional-4k-hdr.slangp"

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#reference "crt-arcade-4k-hdr.slangp"

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/*
Sony Megatron Colour Video Monitor
Author: Major Pain The Cactus
A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness.
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
@ -10,6 +13,7 @@ Currently defaults towards a Sammy Atomiswave.
To use:
Please Enable HDR in RetroArch 1.10+
[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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
@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
Works only with the D3D11/D3D12/Vulkan drivers currently
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)
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) - It will work just wont look right
*/
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-hdr.slang"
shader0 = "shaders/crt-sony-megatron.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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#reference "crt-sony-megatron-bang-olufsen.slangp"

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/*
/*
Sony Megatron Colour Video Monitor
Author: Major Pain The Cactus
A shader that specifically tries to emulate Bang & Olufsen Beovision with a slot mask screen but with full brightness.
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
@ -10,6 +13,7 @@ Currently defaults towards a Bang & Olufsen Beovision MX8000.
To use:
Please Enable HDR in RetroArch 1.10+
[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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
@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
Works only with the D3D11/D3D12/Vulkan drivers currently
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)
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) - It will work just wont look right
*/
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-hdr.slang"
shader0 = "shaders/crt-sony-megatron.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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#reference "crt-sony-megatron-jvc-professional.slangp"

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/*
Sony Megatron Colour Video Monitor
Author: Major Pain The Cactus
A shader that specifically tries to emulate JVC professional monitor's with an shadow mask screen but with full brightness.
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
@ -10,6 +13,7 @@ Currently defaults towards a JVC Professional TM-H1950CG.
To use:
Please Enable HDR in RetroArch 1.10+
[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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
@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
Works only with the D3D11/D3D12/Vulkan drivers currently
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)
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) - It will work just wont look right
*/
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-hdr.slang"
shader0 = "shaders/crt-sony-megatron.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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#reference "crt-sony-megatron-arcade.slangp"

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#reference "crt-sony-pvm-4k-hdr.slangp"
#reference "crt-sony-megatron-sony-pvm.slangp"
hcrt_crt_resolution = "1.000000"
hcrt_red_vertical_convergence = "0.250000"
hcrt_red_vertical_convergence = "0.100000"
hcrt_green_vertical_convergence = "0.000000"
hcrt_blue_vertical_convergence = "0.000000"
hcrt_red_scanline_min = "0.250000"

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#reference "crt-sony-megatron-sony-pvm.slangp"

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/*
Sony Megatron Colour Video Monitor
Author: Major Pain The Cactus
A shader that specifically tries to emulate Sony PVM's with an aperture grille screen but with full brightness.
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
@ -10,6 +13,7 @@ Currently defaults towards a Sony PVM 2730QM a reasonably old mid 1980's 27" 600
To use:
Please Enable HDR in RetroArch 1.10+
[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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
@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
Works only with the D3D11/D3D12/Vulkan drivers currently
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)
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) - It will work just wont look right
*/
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-hdr.slang"
shader0 = "shaders/crt-sony-megatron.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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/*
Sony Megatron Colour Video Monitor
Author: Major Pain The Cactus
A shader that specifically tries to emulate Toshiba MicroFilter monitor's with an shadow mask screen but with full brightness.
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
@ -10,6 +13,7 @@ Currently defaults towards a XXXX CRT MAKE MODEL XXXX.
To use:
Please Enable HDR in RetroArch 1.10+
[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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
@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
Works only with the D3D11/D3D12/Vulkan drivers currently
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)
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) - It will work just wont look right
*/
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-hdr.slang"
shader0 = "shaders/crt-sony-megatron.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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#reference "crt-sony-megatron-viewsonic-superclear.slangp"

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/*
Sony Megatron Colour Video Monitor
Author: Major Pain The Cactus
A shader that specifically tries to emulate Viewsonic SuperClear monitor's with an shadow mask screen but with full brightness.
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
@ -10,6 +13,7 @@ Currently defaults towards a Viewsonic A90f+.
To use:
Please Enable HDR in RetroArch 1.10+
[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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
@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
Works only with the D3D11/D3D12/Vulkan drivers currently
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)
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) - It will work just wont look right
*/
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-hdr.slang"
shader0 = "shaders/crt-sony-megatron.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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#reference "crt-sony-pvm-4k-hdr.slangp"

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#reference "crt-viewsonic-superclear-4k-hdr.slangp"

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#version 450
/*
Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to map into HDR10 space.
Part of the crt-sony-megatron shader group. Does the exact same thing as RetroArch does internally to map into HDR10 space.
This is used to do this mapping BEFORE screen effects are applied.

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#version 450
/*
Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR.
Part of the crt-sony-megatron shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR.
This is used to do this mapping BEFORE screen effects are applied.