Editing Shaders and filters
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Shaders and filters can be applied to video games to enhance visuals or achieve some kind of visual effect. These can be from attempting to replicate [[Display FAQ|aperture grille]] displays, NTSC signals, or something more exotic. | Shaders and filters can be applied to video games to enhance visuals or achieve some kind of visual effect. These can be from attempting to replicate [[Display FAQ|aperture grille]] displays, NTSC signals, or something more exotic. | ||
+ | Visit the [[List_of_shaders_and_filters |List of shaders and filters]] page for more examples. | ||
==Emulator support== | ==Emulator support== | ||
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==Types== | ==Types== | ||
+ | {{Main|List of shaders and filters}} | ||
[[File:Crt-geom.png|thumb|190px|crt-geom-flat.cg, a popular CRT shader.]] | [[File:Crt-geom.png|thumb|190px|crt-geom-flat.cg, a popular CRT shader.]] | ||
===CRT Shaders=== | ===CRT Shaders=== | ||
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These software filters replicate the signals that consoles output to the TV. They vary in quality, with the lowest quality being RF, then composite, then S-Video, and then RGB (SCART) being the highest quality. Many emulators have blargg's NTSC filter libraries<ref name="blargg">http://slack.net/~ant/libs/ntsc.html</ref> built into them. They can also be separately downloaded in filter plugin format. | These software filters replicate the signals that consoles output to the TV. They vary in quality, with the lowest quality being RF, then composite, then S-Video, and then RGB (SCART) being the highest quality. Many emulators have blargg's NTSC filter libraries<ref name="blargg">http://slack.net/~ant/libs/ntsc.html</ref> built into them. They can also be separately downloaded in filter plugin format. | ||
+ | ===LCD Shaders=== | ||
+ | [[File:Lcd-grid.png|thumb|256px|cgwg's lcd-grid-v2 shader with GBA colors.]] | ||
+ | These replicate the look of a low-resolution LCD common on handhelds. These can range from a simple grid drawn around the pixels to a detailed recreation of each pixel's RGB subpixels. May also include motion blurring to simulate ghosting and washed out color gamuts. | ||
− | === | + | ===Game Boy Shader=== |
− | + | [[File:Gb.png|thumb|189px|GameBoy Shader with default palette. Other palettes are available.]] | |
− | + | This .cgp shader replicates the dot matrix screen of a Game Boy, complete with the ghosting problems to reproduce certain visual effects. Made by Harlequin. Requires [[RetroArch]]. | |
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===Smoothing shaders=== | ===Smoothing shaders=== | ||
These shaders, such as 2xSai, Super Eagle, Super 2xSai, scaleX, HQx, xBR and xBRZ attempt to reduce the pixelation by smoothing and rounding. They can cause a lot of false positives and distortions, however, scaling the image 2x or 3x using nearest neighbor, then applying the smoothing shader will reduce the intensity of the smoothing by keeping the pixel shapes intact, eliminating most distortions while keeping a fairly smooth look. | These shaders, such as 2xSai, Super Eagle, Super 2xSai, scaleX, HQx, xBR and xBRZ attempt to reduce the pixelation by smoothing and rounding. They can cause a lot of false positives and distortions, however, scaling the image 2x or 3x using nearest neighbor, then applying the smoothing shader will reduce the intensity of the smoothing by keeping the pixel shapes intact, eliminating most distortions while keeping a fairly smooth look. | ||
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===Dithering=== | ===Dithering=== | ||
{{Main|Dithering#Shaders}} | {{Main|Dithering#Shaders}} | ||
− | + | These are shaders designed to detect and smooth [[dithering]]. [https://github.com/libretro/common-shaders/tree/master/dithering mdapt] is a popular one. There is also a newer gdapt. | |
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===Pixellate=== | ===Pixellate=== | ||
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This shader is supposed to appear the same as the nearest neighbor (aka "unfiltered"), except with minor corrections when using a non-integer scale that is increasingly less noticeable the higher it is scaled. This shader is useful to anyone who wants to keep things as sharp as possible without worrying about scale factors. Available in [https://github.com/hizzlekizzle/quark-shaders/tree/master/Pixellate.shader Quark] and [https://github.com/libretro/common-shaders/blob/master/retro/shaders/pixellate.cg Cg] shader formats. A newer alternative that does the same thing (but may give sharper results) is the sharp-bilinear shader, which prescales the image to a high resolution, then downscales using bilinear scaling. | This shader is supposed to appear the same as the nearest neighbor (aka "unfiltered"), except with minor corrections when using a non-integer scale that is increasingly less noticeable the higher it is scaled. This shader is useful to anyone who wants to keep things as sharp as possible without worrying about scale factors. Available in [https://github.com/hizzlekizzle/quark-shaders/tree/master/Pixellate.shader Quark] and [https://github.com/libretro/common-shaders/blob/master/retro/shaders/pixellate.cg Cg] shader formats. A newer alternative that does the same thing (but may give sharper results) is the sharp-bilinear shader, which prescales the image to a high resolution, then downscales using bilinear scaling. | ||
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===Border=== | ===Border=== |