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[[File:Retroarch_2013-07-22_17-21-17-60.png|thumb|298px|CRT-Geom-Flat, with default settings]] | [[File:Retroarch_2013-07-22_17-21-17-60.png|thumb|298px|CRT-Geom-Flat, with default settings]] | ||
− | + | One of the more popular CRT shaders. | |
==Download== | ==Download== | ||
− | *[https://github.com/libretro/common-shaders/blob/master/crt | + | |
− | *[https:// | + | *[https://github.com/libretro/common-shaders/blob/master/crt/crt-geom-flat.cg CRT Geom flag.cg] |
+ | |||
+ | *[https://github.com/libretro/common-shaders/tree/master/crt/crt-interlaced-halation] | ||
+ | |||
+ | *[https://github.com/libretro/common-shaders/blob/master/crt/crt-geom-flat-sharpness.cg] | ||
+ | |||
+ | *[http://www.mediafire.com/download/6ygh7saafpn7gm0/CRT-Geom_for_CRT_monitors.7z] | ||
==Versions== | ==Versions== | ||
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===Halation=== | ===Halation=== | ||
+ | |||
A multipass version with a "halation" effect that replicates the bloom of a CRT TV. | A multipass version with a "halation" effect that replicates the bloom of a CRT TV. | ||
+ | |||
+ | ===CRT Monitor variant=== | ||
+ | |||
+ | If you're using a CRT monitor, you can use the variants of CRT-Geom at 1280x960 full screen for a near authentic 240p look. These variants are based on the flat variant with phosphor code commented out and the gamma correction disabled. There are three main variants (Normal, Sharp, Sharper), and each have different scanline brightness presets and interlacing enabled/disabled. As above, use integer scaling and force 4:3 aspect ratio. Some games may have black borders due to the full overscan area being visible, use your monitor's zoom function to zoom in and hide overscan. Also works with handheld games if you use the non-interlaced variant and force a 4x scale in RGUI. | ||
+ | |||
==Tweaking CRT Geom== | ==Tweaking CRT Geom== | ||
− | |||
− | + | CRT Geom is highly customizable. You can open up CRT Geom in [http://notepad-plus-plus.org/ notepad++] and edit it. Regular notepad will work, but notepad++ is recommended. | |
+ | |||
[[File:Retroarch_2013-07-22_17-22-39-87.png|thumb|225px|CRT-Geom-Flat, with brighter scanlines]] | [[File:Retroarch_2013-07-22_17-22-39-87.png|thumb|225px|CRT-Geom-Flat, with brighter scanlines]] | ||
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===Sharpness=== | ===Sharpness=== | ||
− | '''old | + | '''old xml shader format only''' |
[[File:Retroarch_2013-07-22_19-24-11-41.png|thumb|225px|CRT-Geom-Flat, at 2x sharpness]]If you find the shader looks too blurry, you can increase the sharpness by going to the sections in the code that have the following lines (should be at the beginning of both the vertex and fragment portions of the shader code): | [[File:Retroarch_2013-07-22_19-24-11-41.png|thumb|225px|CRT-Geom-Flat, at 2x sharpness]]If you find the shader looks too blurry, you can increase the sharpness by going to the sections in the code that have the following lines (should be at the beginning of both the vertex and fragment portions of the shader code): | ||
uniform vec2 rubyInputSize; | uniform vec2 rubyInputSize; | ||
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===Scanline Size=== | ===Scanline Size=== | ||
− | + | This is for old xml format | |
− | |||
To obtain thinner, 480p-esque scanlines, first tweak the shader to apply greater sharpness, but only apply it to the TextureSize. The code should look like this: | To obtain thinner, 480p-esque scanlines, first tweak the shader to apply greater sharpness, but only apply it to the TextureSize. The code should look like this: | ||
uniform vec2 rubyTextureSize; | uniform vec2 rubyTextureSize; | ||
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===Curvature=== | ===Curvature=== | ||
− | |||
− | To make it flat, just set | + | To make it flat, just set cornersize (line 107) to 0.001 and cornersmooth (line 110) to 8000.0. Then, comment out (i.e., put two slashes in front of it, like this: // ) line 141, #define CURVATURE. |
//#Define CURVATURE | //#Define CURVATURE | ||
===Interlacing=== | ===Interlacing=== | ||
+ | |||
For the original, to disable interlacing, comment it out: | For the original, to disable interlacing, comment it out: | ||
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mul_res += pow(tex2D(decal, xy2).rgb, float3(monitorgamma))*0.1; | mul_res += pow(tex2D(decal, xy2).rgb, float3(monitorgamma))*0.1; | ||
− | Lowering the last number reduces the effect of the halation. This is | + | Lowering the last number reduces the effect of the halation. This is prefered since the default halation level is too high. |
+ | |||
[[Category:FAQs]] | [[Category:FAQs]] | ||
[[Category:Shaders/Filters]] | [[Category:Shaders/Filters]] |