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CRT shaders

No change in size, 03:06, 23 July 2013
no edit summary
You can open up CRT Geom in notepad and edit it.
[[File:Retroarch_2013-07-22_17-22-39-87.png|thumb|298px225px|CRT-Geom-Flat, with brighter scanlines]]
[[File:Retroarch_2013-07-22_19-24-11-41.png|thumb|298px225px|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;
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|298px225px|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===
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|298px225px|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:
ilfac = vec2(1.0,1.0);
===Phosphor===
[[File:Retroarch_2013-07-22_19-33-30-35.png|thumb|298px225px|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:
vec3 dotMaskWeights = mix(
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