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CRT Geom

598 bytes removed, 01:54, 30 January 2019
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Protected "CRT Geom" ([Move=Allow only administrators] (indefinite))
[[File:Retroarch_2013-07-22_17-21-17-60.png|thumb|298px|CRT-Geom-Flat, with default settings]]
One of the more '''CRT-Geom''' is a popular CRT shadersshader created by cgwg.
==Download==
*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-geom.cg crt-geom.cg]*[https://gist.github.com/anonymous/dda125d65ded3fe9ed955800666eacf9 crt-geom-flat.cg ] ==Versions=====Standard===The original, standard version.  ===Sharpness===A sharper version with the phosphor coding removed, and light scanlines.  ===Halation=== A multipass version with a "halation" effect that replicates the bloom of a CRT Geom flagTV.cg]
==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.
CRT Geom is highly customizable. You can open up the .cg file in [http://notepad-plus-plus.org/ Notepad++] and edit it. Regular notepad will work, but Notepad++ is recommended.
 
Shader parameters can be changed by editing the first value of the parameter at the beginning of the file, or through [[RetroArch]]'s shader menu.
[[File:Retroarch_2013-07-22_17-22-39-87.png|thumb|225px|CRT-Geom-Flat, with brighter scanlines]]
 
 
===Scanline Brightness===
vec4 float4 weights = vec4float4(distance / 0.3);
Raise the 0.3 to a higher value to make the scanlines brighter. I do not recommend going past 0.4, as at that point on bright colors scanlines completely disappear, and going further makes them appear again, but on the wrong field in said bright colors, which is inaccurate. Try 0.35.
 
===Sharpness===
'''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):
uniform vec2 rubyInputSize;
vec2 TextureSize = vec2(n*rubyTextureSize.x, rubyTextureSize.y);
[[File:Retroarch_2013-07-22_19-27-22-65.png|thumb|225px|CRT-Geom-Flat, at 4x sharpness]]Replace "n" with either 2 for increased sharpness, or 4 for maximum sharpness. Then Ctrl+F and seek out any portions of the code that say "rubyInputSize" and "rubyTextureSize", and replace them with "InputSize" and "TextureSize" respectively.
 
===Scanline Size===
'''old xml shader format only'''
 
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;
===Curvature===
'''old xml shader format only'''
To make it flat, just set cornersize corner size (line 107) to something small, like 0.001 and cornersmooth corner smooth (line 110) to something large, like 8000.0. Then, comment out (i.e., put two slashes in front of it, like this: // ) line 141, #define CURVATURE.
Define Curvature. Something like that Comment it out. That means adding "//" in front of it. It should look like this when you're done:  //#Define CurvatureCURVATURE
===Interlacing===
For the original, to disable interlacing, change this linecomment it out: ilfac = vec2(1.0,floor(rubyInputSize.y/200.0)); to the following:/#define INTERLACED
ilfac = vec2(1.0,1.0);
===Phosphor===
[[File:Retroarch_2013-07-22_19-33-30-35.png|thumb|225px|CRT-Geom-Flat, with phosphor disabled]]To disable phosphor emulation (which alternately tints pixels green and magenta), comment out the following lines, found at the bottom of the shader code#define DOTMASK:
vec3 dotMaskWeights = mix( vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)) ); mul_res *= dotMaskWeights;//#define DOTMASK
==Variants==
===Halation===
If you find the effect too strong on the Halation version, go to the following line of code:
mul_res += pow(texture2Dtex2D(rubyTexturedecal, xy2).rgb, vec3float3(monitorgamma))*0.1;
Lowering the last number reduces the effect of the halation. This is prefered preferred since the default halation level is too high.
===CRT Monitor variant===
If you're using a CRT monitor, you can use [http://www.mediafire.com/download/6ygh7saafpn7gm0/CRT-Geom_for_CRT_monitors.7z these] variants of CRT-Geom at 1280x960 full screen for an 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.
[[Category:FAQs]]
[[Category:Shaders/Filters]]

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