Previous Thread
Next Thread
Print Thread
E-Z GLSL #102706 11/21/15 09:48 PM
Joined: Mar 2001
Posts: 16,273
R
R. Belmont Offline OP
Very Senior Member
OP Offline
Very Senior Member
R
Joined: Mar 2001
Posts: 16,273
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.
Re: E-Z GLSL [Re: R. Belmont] #102714 11/22/15 10:50 PM
Joined: Apr 2006
Posts: 658
D
Dullaron Offline
Senior Member
Offline
Senior Member
D
Joined: Apr 2006
Posts: 658
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
Re: E-Z GLSL [Re: R. Belmont] #102717 11/23/15 06:13 AM
Joined: Apr 2006
Posts: 658
D
Dullaron Offline
Senior Member
Offline
Senior Member
D
Joined: Apr 2006
Posts: 658
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
Re: E-Z GLSL [Re: R. Belmont] #102722 11/23/15 01:33 PM
Joined: Jul 2015
Posts: 96
u-man Offline
Member
Offline
Member
Joined: Jul 2015
Posts: 96
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.
Re: E-Z GLSL [Re: R. Belmont] #102723 11/23/15 02:08 PM
Joined: Mar 2001
Posts: 16,273
R
R. Belmont Offline OP
Very Senior Member
OP Offline
Very Senior Member
R
Joined: Mar 2001
Posts: 16,273
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.

Re: E-Z GLSL [Re: R. Belmont] #102730 11/23/15 07:43 PM
Joined: Apr 2006
Posts: 658
D
Dullaron Offline
Senior Member
Offline
Senior Member
D
Joined: Apr 2006
Posts: 658
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

Moderated by  R. Belmont 

Who's Online Now
2 registered members (Pernod, mixmaster), 63 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
ShoutChat Box
Comment Guidelines: Do post respectful and insightful comments. Don't flame, hate, spam.
Forum Statistics
Forums9
Topics8,673
Posts113,788
Members4,852
Most Online418
Aug 14th, 2019
Powered by UBB.threads™ PHP Forum Software 7.7.3