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CRT Geom

1,522 bytes added, 23:26, 17 October 2021
m
Cleaning
[[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-flat.cg CRT Geom flagcrt-geom.cg] *[https://githubgist.com/libretro/common-shaders/tree/master/crt/crt-interlaced-halation] *[https://github.com/libretro/common-shaders/blob/master/crtanonymous/dda125d65ded3fe9ed955800666eacf9 crt-geom-flat-sharpness.cg] *[http://www.mediafire.com/download/6ygh7saafpn7gm0/CRT-Geom_for_CRT_monitors.7z]
==Versions==
===Halation===
 
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==
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.
CRT Geom is highly customizable. You Shader parameters can open up CRT Geom in be changed by editing the first value of the parameter at the beginning of the file, or through [[http://notepad-plus-plus.org/ notepad++RetroArch]] and edit it. Regular notepad will work, but notepad++ is recommended's shader menu
[[File:Retroarch_2013-07-22_17-22-39-87.png|thumb|225px|CRT-Geom-Flat, with brighter scanlines]]
===Scanline Brightness===
float4 weights = float4(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;
uniform vec2 rubyTextureSize;
 
then add these lines afterwards:
 
vec2 InputSize = vec2(n*rubyInputSize.x, rubyInputSize.y);
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; vec2 TextureSize = vec2(2*rubyTextureSize.x, 2*rubyTextureSize.y);[[File:Retroarch_2013-07-22_19-31-23-11.png|thumb|225px|CRT-Geom-Flat, with thin scanlines]]Again, this is for both the vertex and fragment portions. Don't forget to seek out any other instances of rubyTextureSize, and replace them with simply TextureSize. Now, go to the beginning of the fragment portion, and modify it as such: <fragment filter="nearest" outscale_x="1" outscale_y="2"><![CDATA[This will only yield satisfactory results at 4x integer scale. Anything else will likely cause problems. It might also be wise to disable the phosphor emulation, as leaving it on produces a "grid"-like effect, which may or may not be desirable.
===Curvature===
'''old xml shader format only'''
Define CurvatureTo make it flat, just set corner size (line 107) to 0.001 and corner smooth (line 110) to 8000.0. Something like that Comment it Then, comment out(i.e. That means adding "//" , put two slashes in front of it. It should look , like this when you're done:// ) line 141, #define CURVATURE.
//#Define CurvatureCURVATURE
===Interlacing===
 
For the original, to disable interlacing, comment it out:
//#define INTERLACED
===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 #define DOTMASK:
//#define DOTMASK
===Halation===
If you find the effect too strong on the Halation version, go to the following line of code:
mul_res += pow(tex2D(decal, xy2).rgb, float3(monitorgamma))*0.1;
?Lowering the last number reduces the effect of the halation. This is preferred since the default halation level is too high.
[[Category:FAQs]]
[[Category:Shaders/Filters]]
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