Features:
- uniform-nearest shader with parameterizable horizontal and vertical blur
- can be used to mimic horizontal composite effects and vertical software blur
- has a parameterizable colour bleeding option
https://forums.libretro.com/t/gizmo-blur-shader/41514
Features:
- produces nearest neighbor look with fractional scales.
- uses texture AA shader code.
- uses hotizontal subpixel scaling.
- due to different pixel sizes, moving sprites change dimension if nearest neighbor is used with fractional scaling. This looks unsteady. This shader uniforms pixel dimensions. Output looks much quieter.
https://forums.libretro.com/t/uniform-nearest-interpolation-shader/41492
* 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
* Add files via upload
* add night_mode
* Update lanczos16.slang
fix minor artifacts
* Brightness fix scanline.slang
Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS.
* fix scanlines misalignment
* 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
Changes:
* Improved Performance
* Fixed a performance issue where we were rendering more than we needed to
* This should increase performance across most presets
* Fixed color rainbowing in reflection for Guest-Advanced and LCD-GRID
* Updated to crt-guest-advanced-2023-03-11-release1
* Updated GDV-MINI from @ROBMARK85's request
Changes:
* Guest Advanced updated to crt-guest-advanced-2023-02-25-release1
* Improvements to the new Magic Glow feature
* Turn Magic Glow on and Increase the Glow amount to see the effect
* New Slot Mask Mitigation option to reduce moire
* Added/Restored Guest's Raster Bloom as well as Overscan control
* Updated Comments in presets to use # instead of // as per @hunterk's request
* Added rotation option for Rotate CRT Tube:
* -1 = 90 Degrees Clockwise (or 270 Counter Clockwise)
* 0 = No Rotation
* 1 = 90 Degrees Counter Clockwise
* Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future
* Added DREZ presets which keep the horizontal resolution
* Helpful for applying to modern games, these two are good to try
* `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp`
* `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp`
* Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp`
* Updated preset capability and performance table
* Added contrast for signal noise
* Added some more Sinden presets for SCREEN-ONLY and POTATO
* Added Screen Region to Resolution Debug text
* Good for getting the screen region pixel coordinates if you need them
* Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode
* Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image
* The minimum size of the lighting texture will be close to the height of the current viewport
* This reduces the likelihood that we will see the cutoff
* ScaleFx: Exposed more of the settings so they can be tweaked
* Default Settings changed:
* ScaleFx Threshold: now 0.43 (was 0.5)
* ScaleFx Filter Corners: now 0 (was 1)
* These settings result in a slighly clearer picture and less rounding of square corners
* SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
* 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