mirror of
https://github.com/italicsjenga/slang-shaders.git
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80 lines
3 KiB
Plaintext
80 lines
3 KiB
Plaintext
/*
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A group of shaders that tries to emulate a Sony PVM type aperture grille screen but with full brightness.
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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
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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).
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My HDR 700 monitors does seem to get reasonably close to the brightness of my PVM's - its not quite there but its close.
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Currently defaults towards a Sony PVM 2730.
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To use:
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Please Enable HDR in RetroArch,
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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
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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
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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.
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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 drivers currently
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If taking fullscreen at 4K it currently emulates lower than a 600TVL screen - ie 3840(res) / 6(aperture grille pattern) = 640 TVL.
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But 600TVL on a 4:3 TV actually means 800 vertical lines as the TVL figure relates to the screen height across the width.
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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))
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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.
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*/
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shaders = "4"
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feedback_pass = "0"
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shader0 = "../stock.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 = "StockPass"
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "shaders/inverse_tonemap.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_border"
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mipmap_input1 = "false"
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alias1 = ""
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float_framebuffer1 = "false"
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srgb_framebuffer1 = "false"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "shaders/hdr10.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_border"
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mipmap_input2 = "false"
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alias2 = ""
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float_framebuffer2 = "false"
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srgb_framebuffer2 = "false"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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shader3 = "shaders/crt-sony-pvm-4k-hdr.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_border"
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mipmap_input3 = "false"
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alias3 = ""
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float_framebuffer3 = "false"
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srgb_framebuffer3 = "false"
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