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#102706 - 11/21/15 09:48 PM E-Z GLSL  
Joined: Mar 2001
Posts: 15,707
R. Belmont Offline
R. Belmont  Offline

Very Senior Member

Joined: Mar 2001
Posts: 15,707
USA
Thanks to Dullaron for putting these together!

https://sites.google.com/site/o0kinghanco0o/crt-geom-alternative-downloads

ETA: there's a possibly easier-to-follow setup here:
http://www.mameau.com/mame-glsl-shaders-setup/

Last edited by R. Belmont; 02/03/16 04:41 PM.
#102714 - 11/22/15 10:50 PM Re: E-Z GLSL [Re: R. Belmont]  
Joined: Apr 2006
Posts: 583
Dullaron Offline
Senior Member
Dullaron  Offline
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Joined: Apr 2006
Posts: 583
Fort Worth, TX.
Here is Space Invaders fix. The problem is the colors doesn't line up. I got it straighten out. Copy and then paste it. Rename or save the files from CRT-geom-halation_Vertical to CRT-geom-halation_Vertical_Invaders_Fix for this fix. Find any other games that have this kind of overlay color tapes out of place then this should fix those too.

You will lose the curves. The curves will not curves the overlay color tapes. I warn you. smile

Code:
  // START of parameters

  // gamma of simulated CRT
  CRTgamma = 2.4;
  // gamma of display monitor (typically 2.2 is correct)
  monitorgamma = 2.2;
  // overscan (e.g. 1.02 for 2% overscan)
  overscan = vec2(1.0025,1.0025); //overscan = vec2(0.99,0.99);
  // aspect ratio
  aspect = vec2(1.0, 0.75);
  // lengths are measured in units of (approximately) the width of the monitor
  // simulated distance from viewer to monitor
  d = 2.0;
  // radius of curvature
  R = 10.5; //R = 3.5
  // tilt angle in radians
  // (behavior might be a bit wrong if both components are nonzero)
  const vec2 angle = vec2(0.0,0.01);
  // size of curved corners
  cornersize = 0.03;
  // border smoothness parameter
  // decrease if borders are too aliased
  cornersmooth = 100.0;
  // strength of halation or "bloom" effect - e.g. 0.1 for 10%
  halation = 0.1;

  // END of parameters


Windows 10 Pro 64-bit / Intel Core i5-4460 3.20 GHz / 8.00 GB RAM / AMD Radeon R9 200 Series
#102717 - 11/23/15 06:13 AM Re: E-Z GLSL [Re: R. Belmont]  
Joined: Apr 2006
Posts: 583
Dullaron Offline
Senior Member
Dullaron  Offline
Senior Member

Joined: Apr 2006
Posts: 583
Fort Worth, TX.
One more. This is for the 280-ZZZAP. Maybe some others as well.

Rename or save the files from CRT-geom-halation to CRT-geom-halation_280zzzap_Fix for this fix.

Remember the whole point is to keep the overlay color tape line up to the game screen. smile

Code:
  // START of parameters

  // gamma of simulated CRT
  CRTgamma = 2.4;
  // gamma of display monitor (typically 2.2 is correct)
  monitorgamma = 2.2;
  // overscan (e.g. 1.02 for 2% overscan)
  overscan = vec2(1.0025,1.0025); //overscan = vec2(0.99,0.99);
  // aspect ratio
  aspect = vec2(1.0, 0.75);
  // lengths are measured in units of (approximately) the width of the monitor
  // simulated distance from viewer to monitor
  d = 2.0;
  // radius of curvature
  R = 10.5; //R = 1.8;
  // tilt angle in radians
  // (behavior might be a bit wrong if both components are nonzero)
  const vec2 angle = vec2(0.0,0.01);
  // size of curved corners
  cornersize = 0.03;
  // border smoothness parameter
  // decrease if borders are too aliased
  cornersmooth = 80.0;
  // strength of halation or "bloom" effect - e.g. 0.1 for 10%
  halation = 0.1;

  // END of parameters


Windows 10 Pro 64-bit / Intel Core i5-4460 3.20 GHz / 8.00 GB RAM / AMD Radeon R9 200 Series
#102722 - 11/23/15 01:33 PM Re: E-Z GLSL [Re: R. Belmont]  
Joined: Jul 2015
Posts: 83
u-man Offline
Member
u-man  Offline
Member

Joined: Jul 2015
Posts: 83
Serbo-Croatian MF living in Ge...
Dude, what are you doing?
Will you post now another 20 fixes for the remaining games (clones and vector games excluded) with overlay-files or what?

If you want to fix overlay cases, then you need only this:

Code:
// Enable screen curvature.
// #define CURVATURE // comment out this line, if you dont want curvature and if you want a FLAT CRT.


job done. congrats for you, to get all the credits frown ... applaud here frown .

Last edited by u-man; 11/23/15 01:35 PM.

I live... I die... I live again.
#102723 - 11/23/15 02:08 PM Re: E-Z GLSL [Re: R. Belmont]  
Joined: Mar 2001
Posts: 15,707
R. Belmont Offline
R. Belmont  Offline

Very Senior Member

Joined: Mar 2001
Posts: 15,707
USA
Yeah, Dullaron, this thread is not for infinite single-game fixes, it is simply to point to your mirror and instructions for GLSL. If the thread becomes otherwise, I will simply delete it.

#102730 - 11/23/15 07:43 PM Re: E-Z GLSL [Re: R. Belmont]  
Joined: Apr 2006
Posts: 583
Dullaron Offline
Senior Member
Dullaron  Offline
Senior Member

Joined: Apr 2006
Posts: 583
Fort Worth, TX.
u-man I sworn it marked out. Sorry about that. I must've been looking at wrong files. frown

Yes please delete those posts above that I made R. Belmont.

///////////////////////////////////////////////////////

Uploaded the update on the CRT-geom-halation_Vertical.

Change const vec2 angle = vec2(0.0,0.01); to const vec2 angle = vec2(0.01,0.0);

///////////////////////////////////////////////////////

Added the CRT-geom-halation_overlay_fix and CRT-geom-halation_Vertical_overlay_fix files for the overlay fix.

#define CURVATURE to // #define CURVATURE

Done now.


Windows 10 Pro 64-bit / Intel Core i5-4460 3.20 GHz / 8.00 GB RAM / AMD Radeon R9 200 Series

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