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Hehe, I wish I could, but the mouse is locked, even in windowed mode :-)

BTW, the "vertical lines" artifacts doesn't show when setting
"unevenstretch 0" (but the picture doesn't take the whole screen anymore).

It's actually more than just "black vertical lines". I can actually seem some vertical patterns (depending on the picture underneath).

It still looks quite good anyway :-)

(damn, this 2xsai filter is still slow on my 9800 card... Damn 1080p)

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-nomouse will keep the mouse unlocked.

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Thanks Richard :-)

So here's a grab :
http://img187.imageshack.us/img187/2719/tokiscanlineshader.png

When resizing the window, it may look OK, or even stranger, like so :

http://img10.imageshack.us/img10/2921/tokishadersmall.png

Last edited by torturedutopian; 12/12/09 09:48 PM.
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I'm aware of this issue, but after a bit of testing, I don't think it's unique to GLSL or my shader. Here's a screenshot I took without GLSL or even bilinear filtering (look at the vertical lines along the diagonal):

[Linked Image from img696.imageshack.us]

The glitches appear or disappear depending on the window size.

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Huh? I don't see anything wrong in that screenshot, cgwg.

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[Linked Image from philwip.mameworld.info]

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The effect is much more obvious with -effect aperture2x4rb:

[Linked Image from img683.imageshack.us]

[Linked Image from img229.imageshack.us]

Last edited by cgwg; 12/13/09 06:11 PM.
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Meanwhile, did any of you find a way to work-around this "issue" ? (coloured vertical lines when using pixel shaders ?)

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It looks like -gl_forcepow2texture helps somewhat, in that this problem is replaced by one that only affects the diagonal, and not half the screen.

On a related note, I seem to be experiencing a huge memory leak with -effect in recent versions of MAME (it looks like 0.136 is fine but 0.140 and 0.141 are not).

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I think this shader illustrates the problem well, and makes it clear that the texture coordinates are computed slightly differently for the two triangles:

Code
uniform sampler2D     mpass_texture;
uniform sampler2D     color_texture;
uniform vec2          color_texture_pow2_sz;
void main()
{
	vec2 xy = gl_TexCoord[0].st;
	vec2 uv_ratio     = fract(xy*color_texture_pow2_sz);
	gl_FragColor = vec4(uv_ratio.x, uv_ratio.y, 0.0, 0.0);
}
The details vary with window size, but here is a representative output (here using -gl_forcepow2texture):

[Linked Image from img691.imageshack.us]

On another note, I've encountered a couple issues with "screen bitmap" shaders. First, I find that I need to have two "mame bitmap" shaders, i.e.
Code
mame -glsl_shader_mame0 shader/glsl_plain -glsl_shader_mame1 shader/glsl_plain -glsl_shader_screen0 shader/custom/glsl_add_screenbm_hscanlines
With just one, I get the following error repeated many times, and the game image appears tiny at the corner of the screen:
Code
src/osd/sdl/drawogl.c:2907: GL Error: 1283 0x503
Second, when I do get a "screen bitmap" shader working, I suffer a huge memory leak (but not if I use 0.136).

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