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CRT shaders

3,234 bytes added, 15:08, 22 August 2018
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[[File:CrtRetroarch_2013-geom07-22_17-21-17-60.png|thumb|350px298px|crtCRT-geomGeom-flatFlat, with default settings]]====Download====Many of these replicate aperture grille CRTs, which have sharp images and strong scanlines. If you find that this doesn't look a damn thing like your old TV, it's probably because you owned a shadow-mask (Slot mask or dot mask) style CRT Download links here, which has less noticeable scan lines. The easiest way to tell the difference is to feel the curve of the screen; aperture grilles only curve horizontally if at all, or look at the left and right sides of the glass against the frame. If those sides are curved, it's a shadow mask. If they're straight, it's an aperture grille. Old TVs usually had slot masks, whereas monitors usually had dot masks. Unfortunately, shadow masks require resolutions of upwards of 4K UHD to emulate accurately with no downsampling of the phosphor grid, so all we have for the time being are aperture grille shaders for current display resolutions.
==Overview==Use integer scaling. This means either using windowed mode (x2,x3,x4) or setting an integer scaling option in the video options. The reason is that non-integer scaled scanlines will result in uneven lines with artifacts, though some shaders use oversampling to try to avoid this.
These replicate aperture grille CRTs, which have sharp images and strong scanlines==Download==https://github. If you find that this doesn't look a damn thing like your old TV, it's probably because you owned a shadowcom/libretro/common-mask style CRT, which has less noticeable scanlines (the easiest way to tell the difference is to feel the curve of the screen; aperture grilles only curve horizontally if at all). Unfortunately, shadow masks require resolutions of upwards of 3000x4000 to emulate accurately, so all we have for the time being are aperture grille shaders./tree/master/crt
Use integer scaling==Types=====CRT-Geom==={{Main|CRT Geom}}*[https://github. This means either using windowed mode (x2,x3,x4) or setting an integer scaling option in the video optionscom/libretro/common-shaders/blob/master/crt/shaders/crt-geom. The reason is that noncg crt-integer scaled scanlines will result in uneven lines with artifactsgeom.cg]*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-cgwg-fast.cg crt-cgwg-fast-cg]
==CRT Geom==Simulates an aperture grille display (with the dot mask enabled). Very versatile and modifiable. One of the more first popular CRT shaders. Visit the main article for more details.
==Tweaking =CRT Geom-Calagari===You can open up CRT Geom in notepad and edit it*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-caligari.cg crt-calagari.cg]
===Scanlines===vec4 weights = vec4(distance / 0.3);Raise the 0.3 An older CRT shader similar to a higher value CRT-Geom but uses different methods 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 0.35achieve its effects.
===CurvatureCRT-Easymode===*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-easymode.cg crt-easymode.cg]*[https://github.com/libretro/common-shaders/tree/master/crt/shaders/crt-easymode-halation crt-easymode-halation]
To make it A flat, just set cornersize (line 107) CRT shader whose settings are easier to something small, like 0understand.001 and cornersmooth (line 110) Similar to something large, like 8000.0. Then, comment out (i.e., put two slashes CRT-Geom in front of it, like this: // ) line 141, #define CURVATUREits effects.
Define Curvature===CRT-Hyllian===*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-hyllian. Something like that Comment it outcg crt-hyllian. That means adding "cg]*[https://" in front of itgithub. It should look like this when you're done:<br com/libretro/common-shaders/blob/master/>crt/shaders/#Define Curavturecrt-hyllian-fast.cg crt-hyllian-fast.cg]
===Interlacing===Aims only for picture quality, so it avoids things that degrade the image just for accuracy. It, however, uses far less power to run, so it is possible to run this shader on lower end systems than CRT-Geom.
For the originalAnother version, to disable interlacing, change this line:<br />ilfac = vec2(1.0,floor(rubyInputSize.y/200crt-hyllian-lq.0));<br />to the following:<br />ilfac = vec2(1.0,1cg is specifically aimed at even lower end systems.0);
===CRT Monitor -Lottes===*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-lottes.cg crt-lottes.cg]*[https://github.com/libretro/common-shaders/blob/master/crt/shaders/crt-lottes-halation.cg crt-lottes-halation.cg] A newer CRT shader that uses a horizontal shadow mask pattern with blooming. The horizontal pattern works quite well at current resolutions, though it isn't entirely accurate to a true vertical slot mask pattern. ===GTU===*[https://github.com/libretro/common-shaders/tree/master/crt/shaders/gtu-v050 GTUv050 Cg]*[https://github.com/hizzlekizzle/quark-shaders/tree/master/GTU.shader GTUv040 Quark]*[https://github.com/libretro/common-shaders/tree/master/crt/shaders/GTU-famicom GTU-Famicom Cg]*[https://github.com/hunterk/interpolation-shaders/raw/master/GTUv050test.tar.gz GTUv50 Test program] A CRT shader that focuses more on simulating blur and blending effects and color levels of CRT screens rather than the physical attributes like phosphors and curvature. Highly configurable, can be really sharp, or really blurry or anywhere in between, with optional scanlines and contrast and gamma settings. Settings are stored in a separate "config.h" file for easy editing. GTU-Famicom is a variantthat takes an image from an NES with "raw" colors and processes it to output an NTSC image much like an actual NES PPU. The test program is a program that can adjust various attributes, such as horizontal and vertical blur, scanlines, etc. It is useful for testing settings to use with the shader, and also to understand how CRT shaders work in general. ===CRT-Royale==={{Main|CRT-Royale}}[[File:CRT-Royale.png|thumb|298px|CRT-Royale, with default settings at 1080p (view original for full details)]] *[https://github.com/libretro/common-shaders/tree/master/crt/shaders/crt-royale CRT-Royale] A highly advanced multi-pass CRT shader that simulates almost every aspect of the CRT screen. There are tons of parameters to configure, such as phosphor type (aperture grille, slot mask, and EDP shadow mask) and size (i.e. dot pitch), convergence offests, scanline blooming and many others. Higher resolution is better for this shader, especially with EDP shadow mask phosphor layout and with smaller phosphor dot pitch values. This shader is really complicated compared to most other CRT shaders, reading the README and the documentation in the user-settings.h is a must. ===CRT-Royale-Kurozumi=== *[https://github.com/libretro/common-shaders/blob/master/cgp/crt-royale-kurozumi.cgp CRT-Royale-Kurozumi] A preconfigured CRT-Royale made to look like a professional CRT monitor, specifically Sony's PVM/BVM line of monitors. ==Future== ===Shadow Mask Phosphor Emulation===Hypothetical shadow mask phosphor shaders such as PhosphorLUT and CRT-Royale are being developed. Due to the nature of the shadow mask screen, 4K resolution is likely needed to avoid significant downsampling of the phosphors. ==External Links==*[http://filthypants.blogspot.com/2015/04/more-crt-shaders.html More CRT Shaders (filthypants.blogspot.com)] - hunterk's comparison of current CRT shaders.
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.
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[[Category:Shaders/Filters]]
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