Zombeaver Posted September 9, 2019 Share Posted September 9, 2019 Nope, not yet. Just been sidetracked by other things. One of these weekends I'll try to take care of that. Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted October 12, 2019 Share Posted October 12, 2019 Attached below is an updated version of my set reformatted for Retroarch 1.7.8+. Shaders were changed in that version to read paths relative to the preset itself rather than relative to Retroarch which, of course, broke all the previous presets. Also included are some minor fixes here and there, and some new deinterlacing shaders. Be aware that, because of the path changes, these will not work with Retroarch 1.7.7 or earlier. Zomb's Shaders (Retroarch 1.7.8+).7z 1 Quote Link to comment Share on other sites More sharing options...
dragon57 Posted October 12, 2019 Share Posted October 12, 2019 9 hours ago, Zombeaver said: Attached below is an updated version of my set reformatted for Retroarch 1.7.8+. Shaders were changed in that version to read paths relative to the preset itself rather than relative to Retroarch which, of course, broke all the previous presets. Also included are some minor fixes here and there, and some new deinterlacing shaders. Be aware that, because of the path changes, these will not work with Retroarch 1.7.7 or earlier. Zomb's Shaders (Retroarch 1.7.8+).7z 2.01 MB · 3 downloads You are a master! Thanks so much. 1 Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted November 2, 2019 Share Posted November 2, 2019 New preset: Esper I recently swapped out my Sanyo 27" CRT for a nicer JVC AV-27530 27" CRT. It's quite nice and I've been playing a number of consoles on it recently and it got me in the mood to work on a more "traditional" scanline preset, so this is the result. I think it turned out pretty well, so I'm sure I'll make some further iterations of this. One added bonus is that this one's not nearly as finicky about the dimensions of the content as most of the others, as I did some experimenting with scaling based on viewport rather than source or absolute dimensions which seems to have worked quite well, so I may look into applying that to earlier presets to see if I can replicate the behavior there as well. Download: Zombs Shaders 11-2-19.7z No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: 1 Quote Link to comment Share on other sites More sharing options...
Porl Hendy Posted November 2, 2019 Share Posted November 2, 2019 They look great using that shader thanks Quote Link to comment Share on other sites More sharing options...
TakaraMiyuki Posted November 2, 2019 Share Posted November 2, 2019 (edited) Esper looks really great! Better than CRT-Royale, imo. BUT...I notice that it doesn't have the same screen curvature options (WarpX and WarpY) as the other shaders. Is there a reason for that? It has the Geom Warp option, but that creates a lot of distortion and isn't really usable. And from what I can see, the Geom Curvature option just crops the image. (CRT-Royale's curvature options are pretty great too, although I've never seen them used in any other shaders). Edited November 2, 2019 by TakaraMiyuki Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted November 2, 2019 Share Posted November 2, 2019 Unfortunately, it would require a major rework to work correctly with curvature. Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted November 7, 2019 Share Posted November 7, 2019 Couple new ones - a higher contrast version of Esper and a new one called Junker which is a much more neutral version. I don't really prefer that look but I know some do. It's actually fairly close to my JVC CRT. Download: Zombs Shaders 11-6-19.7z E01-Esper: E02-Esper-Contrast: J01-Junker: No shader: E01-Esper: E02-Esper-Contrast: J01-Junker: No shader: 1 Quote Link to comment Share on other sites More sharing options...
TakaraMiyuki Posted November 7, 2019 Share Posted November 7, 2019 A couple of those Chrono Trigger links are broken (they open the thumnail instead of the full-size image) btw, do you have any links to sites with tutorials on how to make/stack shaders like these? I spend an inordinate amount of time editing and trying out new shaders, so I'd like to be able to make some of my own. Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted November 7, 2019 Share Posted November 7, 2019 It's a weird quirk of the forums, removing and then readding them to the post usually fixes it. They should be fixed now. And no. There might be (probably is) a site for that, but I just experiment. Quote Link to comment Share on other sites More sharing options...
cyan Posted November 17, 2019 Share Posted November 17, 2019 (edited) For some reason, I'm unable to get the Zombie's shaders listed on retroarch. They are present, in the right directory, but the UI only lists the *.glsl files, not *.cgp ones. I have not found a solution yet. PS : my installed version of RetroArch is very recent (v1.8.1), it's installed via Ubuntu Snap PS2 : according to this doc : https://www.retroarch.com/?page=shaders , > CG: Old, deprecated format. Might not be available if RetroArch is built without Cg runtime support. There is also : https://www.libretro.com/index.php/tag/cg/ > GLSL shaders now preferred over Cg when possible Edited November 17, 2019 by cyan Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted November 17, 2019 Share Posted November 17, 2019 It's 1) core-dependent and 2) video driver-dependent. Some cores will work with cg shaders, some will not. Most will though. BSNES, SNES9x, Genesis Plus GX, Mesen, MAME, FBA, VICE, Beetle PSX, Beetle Saturn, and Beetle PCE Fast for example work with them. There are a few like Flycast and Dolphin that don't. They will only work when your driver setting is set to GL in Retroarch. They will not work if it's set to something like D3D or Vulkan. Even once they're visible, they won't work if you don't have the necessary hardware to use them i.e. you're using onboard/Intel video. Quote Link to comment Share on other sites More sharing options...
cyan Posted November 17, 2019 Share Posted November 17, 2019 (edited) Thanks for feedback @Zombeaver ! I was using Genesis's Picodrive core, and switched to Genesis Plus GX, since you mentioned it should work with this core. Unfortunately, no *.cgp shader get listed yet ... Video driver setting is set to `gl`. The video card is an NVidia RTX2080, so I expect it to be compatible with Cg. However, it's more the software environment which worries me. Since it's a Linux workstation, there are many parts which can be "customized" by the distribution. I'm using a stock Ubuntu 19.10, with as little modifications as possible. Still, anything could happen on this front ... Edited November 17, 2019 by cyan Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted November 18, 2019 Share Posted November 18, 2019 I can't comment on or help with Linux, but they definitely work (and are visible) in 1.8.1 on Windows: You might need to check on the Retroarch forums/Discord, but it may be that the Linux builds don't support CG by default. Quote Link to comment Share on other sites More sharing options...
Lordmonkus Posted December 20, 2019 Share Posted December 20, 2019 https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates/25512 This is something that may be of interest to some people, very interesting project. 1 Quote Link to comment Share on other sites More sharing options...
Mr. RetroLust Posted December 20, 2019 Share Posted December 20, 2019 29 minutes ago, Lordmonkus said: https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates/25512 This is something that may be of interest to some people, very interesting project. Omg this is something I hoped someone would realize, thanks for sharing! Quote Link to comment Share on other sites More sharing options...
Lordmonkus Posted December 20, 2019 Share Posted December 20, 2019 I suppose I should have given some actual details about what it is rather than a vague "check this out" post. I don't want to overstate or understate anything since I am still toying around a bit with it but essentially it's a dynamic reflection bezel shader which also uses a very good crt effect. The bezel is very nice and clean and not some gaudy flashy crap which I tend to find very distracting. It also is resolution independent so you can use it with any resolution without any manual tweaking. 1 Quote Link to comment Share on other sites More sharing options...
rayzark Posted December 24, 2019 Share Posted December 24, 2019 Hey Zombeaver , thank you for your work , results are amazing I just noticed that the sharpness hack doesn't work for me in all the shader pack , is this the case for everyone else ? Is there another way to adjust the sharpness ? I just need it little bit sharper , that's all. Quote Link to comment Share on other sites More sharing options...
rayzark Posted December 24, 2019 Share Posted December 24, 2019 Also I forgot to mention that there seems to be dark shades from the screen edges , is there a way to disables that ? Spoiler shaders = "16" shader0 = "shaders_cg/Analog Shader Pack/COMPONENT/linearize.cg" filter_linear0 = "true" wrap_mode0 = "clamp_to_border" mipmap_input0 = "false" alias0 = "" float_framebuffer0 = "false" srgb_framebuffer0 = "true" scale_type_x0 = "source" scale_x0 = "1.000000" scale_type_y0 = "source" scale_y0 = "1.000000" shader1 = "shaders_cg/blurs/blur10x10shared.cg" filter_linear1 = "true" wrap_mode1 = "clamp_to_border" mipmap_input1 = "false" alias1 = "" float_framebuffer1 = "false" srgb_framebuffer1 = "true" scale_type_x1 = "source" scale_x1 = "1.000000" scale_type_y1 = "source" scale_y1 = "1.000000" shader2 = "shaders_cg/blurs/blur9x9.cg" filter_linear2 = "true" wrap_mode2 = "clamp_to_border" mipmap_input2 = "false" alias2 = "" float_framebuffer2 = "false" srgb_framebuffer2 = "true" scale_type_x2 = "source" scale_x2 = "1.000000" scale_type_y2 = "source" scale_y2 = "1.000000" shader3 = "shaders_cg/blurs/blur10x10shared.cg" filter_linear3 = "true" wrap_mode3 = "clamp_to_border" mipmap_input3 = "false" alias3 = "" float_framebuffer3 = "false" srgb_framebuffer3 = "true" scale_type_x3 = "source" scale_x3 = "1.000000" scale_type_y3 = "source" scale_y3 = "1.000000" shader4 = "shaders_cg/halation/combine.cg" filter_linear4 = "true" wrap_mode4 = "clamp_to_border" mipmap_input4 = "false" alias4 = "" float_framebuffer4 = "false" srgb_framebuffer4 = "true" scale_type_x4 = "source" scale_x4 = "1.000000" scale_type_y4 = "source" scale_y4 = "1.000000" shader5 = "shaders_cg/Analog Shader Pack/COMPONENT/crt-easymode-halation.cg" filter_linear5 = "true" wrap_mode5 = "clamp_to_border" mipmap_input5 = "false" alias5 = "" float_framebuffer5 = "false" srgb_framebuffer5 = "false" shader6 = "shaders_cg/ntsc - component/shaders/ntsc-pass1-svideo-3phase.cg" filter_linear6 = "false" wrap_mode6 = "clamp_to_border" frame_count_mod6 = "2" mipmap_input6 = "false" alias6 = "" float_framebuffer6 = "true" srgb_framebuffer6 = "false" scale_type_x6 = "absolute" scale_x6 = "2112" scale_type_y6 = "source" scale_y6 = "1.000000" shader7 = "shaders_cg/ntsc - component/shaders/ntsc-pass2-3phase-gamma.cg" filter_linear7 = "true" wrap_mode7 = "clamp_to_border" mipmap_input7 = "false" alias7 = "" float_framebuffer7 = "false" srgb_framebuffer7 = "false" scale_type_x7 = "source" scale_x7 = "0.500000" scale_type_y7 = "source" scale_y7 = "1.000000" shader8 = "shaders_cg/stock.cg" filter_linear8 = "false" wrap_mode8 = "clamp_to_border" mipmap_input8 = "false" alias8 = "" float_framebuffer8 = "false" srgb_framebuffer8 = "false" shader9 = "shaders_cg/stock.cg" filter_linear9 = "true" wrap_mode9 = "clamp_to_border" mipmap_input9 = "false" alias9 = "" float_framebuffer9 = "false" srgb_framebuffer9 = "false" shader10 = "shaders_cg/crt/shaders/dotmask.cg" filter_linear10 = "true" wrap_mode10 = "clamp_to_border" mipmap_input10 = "false" alias10 = "" float_framebuffer10 = "false" srgb_framebuffer10 = "false" scale_type_x10 = "source" scale_x10 = "1.350000" scale_type_y10 = "source" scale_y10 = "2.250000" shader11 = "shaders_cg/misc/image-adjustment.cg" filter_linear11 = "true" wrap_mode11 = "clamp_to_border" mipmap_input11 = "false" alias11 = "" float_framebuffer11 = "false" srgb_framebuffer11 = "false" shader12 = "shaders_cg/quilez.cg" filter_linear12 = "true" wrap_mode12 = "clamp_to_border" mipmap_input12 = "false" alias12 = "" float_framebuffer12 = "false" srgb_framebuffer12 = "false" shader13 = "shaders_cg/Analog Shader Pack/COMPONENT/flicker.cg" wrap_mode13 = "clamp_to_border" mipmap_input13 = "false" alias13 = "" float_framebuffer13 = "false" srgb_framebuffer13 = "false" shader14 = "shaders_cg/oldtvshader-comp5.cg" filter_linear14 = "false" wrap_mode14 = "clamp_to_border" mipmap_input14 = "false" alias14 = "" float_framebuffer14 = "false" srgb_framebuffer14 = "false" shader15 = "shaders_cg/crt/shaders/crt-hyllian-barrell.cg" filter_linear15 = "true" wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" alias15 = "" float_framebuffer15 = "false" srgb_framebuffer15 = "false" parameters = "GAMMA_INPUT;GAMMA_OUTPUT;SHARPNESS_H;SHARPNESS_V;MASK_TYPE;MASK_STRENGTH_MIN;MASK_STRENGTH_MAX;MASK_SIZE;SCANLINE_STRENGTH_MIN;SCANLINE_STRENGTH_MAX;SCANLINE_BEAM_MIN;SCANLINE_BEAM_MAX;GEOM_CURVATURE;GEOM_WARP;GEOM_CORNER_SIZE;GEOM_CORNER_SMOOTH;INTERLACING_TOGGLE;HALATION;DIFFUSION;BRIGHTNESS;NTSC_CRT_GAMMA;NTSC_MONITOR_GAMMA;DOTMASK_STRENGTH;maskDark;maskLight;shadowMask;ia_target_gamma;ia_monitor_gamma;ia_overscan_percent_x;ia_overscan_percent_y;ia_saturation;ia_contrast;ia_luminance;ia_black_level;ia_bright_boost;ia_R;ia_G;ia_B;ia_ZOOM;ia_XPOS;ia_YPOS;ia_TOPMASK;ia_BOTMASK;ia_LMASK;ia_RMASK;ia_GRAIN_STR;percent;PHOSPHOR;InputGamma;OutputGamma;SHARPNESS;COLOR_BOOST;RED_BOOST;GREEN_BOOST;BLUE_BOOST;SCANLINES_STRENGTH;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;CRT_ANTI_RINGING;warpX;warpY" GAMMA_INPUT = "2.550000" GAMMA_OUTPUT = "2.200000" SHARPNESS_H = "1.000000" SHARPNESS_V = "1.000000" MASK_TYPE = "0.000000" MASK_STRENGTH_MIN = "0.000000" MASK_STRENGTH_MAX = "0.000000" MASK_SIZE = "0.000000" SCANLINE_STRENGTH_MIN = "0.000000" SCANLINE_STRENGTH_MAX = "0.000000" SCANLINE_BEAM_MIN = "1.000000" SCANLINE_BEAM_MAX = "1.000000" GEOM_CURVATURE = "0.000000" GEOM_WARP = "0.000000" GEOM_CORNER_SIZE = "0.000000" GEOM_CORNER_SMOOTH = "50.000000" INTERLACING_TOGGLE = "1.000000" HALATION = "0.000000" DIFFUSION = "0.000000" BRIGHTNESS = "1.000000" NTSC_CRT_GAMMA = "2.300000" NTSC_MONITOR_GAMMA = "2.500000" DOTMASK_STRENGTH = "0.000000" maskDark = "0.500000" maskLight = "1.000000" shadowMask = "4.000000" ia_target_gamma = "2.200000" ia_monitor_gamma = "2.200000" ia_overscan_percent_x = "0.000000" ia_overscan_percent_y = "0.000000" ia_saturation = "1.000000" ia_contrast = "1.000000" ia_luminance = "0.850000" ia_black_level = "0.010000" ia_bright_boost = "0.000000" ia_R = "1.000000" ia_G = "1.000000" ia_B = "1.000000" ia_ZOOM = "1.000000" ia_XPOS = "0.000000" ia_YPOS = "0.000000" ia_TOPMASK = "0.000000" ia_BOTMASK = "0.000000" ia_LMASK = "0.000000" ia_RMASK = "0.000000" ia_GRAIN_STR = "0.000000" percent = "1.000000" PHOSPHOR = "0.000000" InputGamma = "2.500000" OutputGamma = "2.599999" SHARPNESS = "5.000000" COLOR_BOOST = "2.000000" RED_BOOST = "1.000000" GREEN_BOOST = "1.000000" BLUE_BOOST = "1.000000" SCANLINES_STRENGTH = "0.300000" BEAM_MIN_WIDTH = "1.000000" BEAM_MAX_WIDTH = "1.000000" CRT_ANTI_RINGING = "1.000000" warpX = "0.001000" warpY = "0.001000" Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted December 26, 2019 Share Posted December 26, 2019 I'm not sure what's going on with that screenshot but that doesn't look right at all. It may be a difference in resolution, I'm not sure. These were designed for 1080p. There's something very wrong there though, I can tell you that. The dark parts at the edge are a vignette, which is intentional. There are non-vignette versions of some of the presets, but not for all of them. You can increase sharpness by increasing the value of scale_x6 = although this can make things look off in some situations. EDIT: Looks like you've got sharpness set to 5 instead of 1 which is probably why it looks so weird. Looks to me like the sharpness hack is working, it's just not working the way you want it to. You should set that back to 1. Quote Link to comment Share on other sites More sharing options...
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