Author Topic: Showing off GLSL Mame.  (Read 71633 times)

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #15 on: June 10, 2015, 09:52:32 PM »
Comparison between the lottes and the modified CRT-Geometry shader.

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #16 on: June 10, 2015, 10:04:02 PM »
With the last attached shader, I've exposed these vars;

  maskDark = 1.2; //Sets how dark a "dark subpixel" is in the aperture pattern.
  maskLight = 2.0; //Sets how dark a "bright subpixel" is in the aperture pattern.
  scanlineDarkness = 0.4; //Darkness of SCANLINES. Has a profound effect. 0.0 = dark__1.0 = non existant.

verion

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 861
    • View Profile
    • new projects
Re: Showing off GLSL Mame.
« Reply #17 on: June 11, 2015, 12:08:25 AM »
Looking great.

Although when compared to Lottes the colors looks a little bit washed, less saturated, less vibrant.

-------

Now the bad news (for me).

It’s time to upgrade my SDLmame.
It’s not working - I’m getting black screen.

First it was complaining that:
CRT-geom_idx16_lut.fsh
CRT-geom_rgb32_lut.fsh
files are missing.

So I’ve assumed that I have to copy it over from old shader.
And after that - no errors but a black screen only.
The game is working - I can hear the sounds, instert the coin, start game, etc.

One question - are you applying glsl_plain shader first? or just CRT-geom?

verion

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 861
    • View Profile
    • new projects
Re: Showing off GLSL Mame.
« Reply #18 on: June 11, 2015, 02:22:10 AM »
IT WORKS!
Thanks man!

---

I've updated SDLmame to .161 and it is working beautifully.

- no need for that extra files, only those 2 you've provided in CTR-GEOM-FINAL
- it doesn't look washed at all

Overall - great job!

---

I must say I wasn't much into that simulation of crt geometry  - but your settings are more subtle than original CRT-geom - and I've started to like it that way. So thanks again.

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #19 on: June 11, 2015, 02:59:11 AM »
Good to hear. I'm trying to do a CRT geometry only shader that can be applied after Lottes shader....

It's very hard work!!!

verion

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 861
    • View Profile
    • new projects
Re: Showing off GLSL Mame.
« Reply #20 on: June 11, 2015, 03:08:29 AM »
On the other hand - upgrading SLDmame didn't help with Lottes shader - still not working, but I don't need this anymore with your shader.

------

Only in a few games (mslug or mutnat - for example) it is not working properly, it cuts off part of the screen - see screenshot.

It seems that it is affecting only NEOGEO games (damn - my favourite titles). Maybe it is "by design" - because those parts of the screen supposed to be covered with bezel? it seems so - because all info on top of the screen is untouched - even margins from top and side of the screen. (see second screenshot)

I didn't notice it earlier without CRT curvature, because with CRT geom it is more visible because it cuts off that lovely rounded corners.
« Last Edit: June 11, 2015, 11:02:08 AM by verion »

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #21 on: June 11, 2015, 11:48:09 AM »
Can you try changing the pixel aspect in mame?
I'll look in to it further. Seems likely that the stock crt-geom shader will also do it.

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #22 on: June 11, 2015, 06:52:23 PM »
I ended up stripping the CRT-Geom shader to the bare essentials for only geometry. I don't know shader language well enough to be able to make it universal enough to apply to other shaders after they load. It gives me a blocky picture.

HOWEVER!!! Doing this has enabled me to be able to add it to the Lottes shader! I've done some heavy revision of the Lottes shader, stuff like exposing variables in a more logical place (Look in the .vsh and tweak away), and cleaned up the formatting a lot.

You can see the results. It looks pretty darn good.

[attachment deleted by admin]
« Last Edit: June 11, 2015, 06:54:13 PM by Luke_Nukem »

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #23 on: June 11, 2015, 07:09:06 PM »
More comparison pics. You can tweak the Gamma and YUV to get nice effects.

I'm leaving this as is for now. It would be much better to get HLSL2GLSL working or something. Damn you Microsoft!!!

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #24 on: June 11, 2015, 09:24:24 PM »
How about the Halation shader? It looks really good, so I converted it and also put the CRT shape Geometry code in.

[attachment deleted by admin]

liquid8d

  • Global Moderator
  • Sr. Member
  • *****
  • Posts: 442
    • View Profile
Re: Showing off GLSL Mame.
« Reply #25 on: June 11, 2015, 09:44:33 PM »
Very nice! Would you be able to convert those to shaders for AM at some point? I played with it a bit and some of them were a little too complex for me :)

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #26 on: June 11, 2015, 10:44:13 PM »
Very nice! Would you be able to convert those to shaders for AM at some point? I played with it a bit and some of them were a little too complex for me :)

I'm definitely trying :D

verion

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 861
    • View Profile
    • new projects
Re: Showing off GLSL Mame.
« Reply #27 on: June 11, 2015, 11:05:26 PM »
Quote
I'm leaving this as is for now. It would be much better to get HLSL2GLSL working or something.

Your shader in "as is" state is the best shader I was using - ever!
And I even didn't try the new (improved) ones yet!

Great job!

----

RE: shader for AM

It would be great. Especially when used in dedicated cabs with LCD - we could "emulate" CRT all the way from front-end to game emulation - it would be really seamless transition from fe to game.

verion

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 861
    • View Profile
    • new projects
Re: Showing off GLSL Mame.
« Reply #28 on: June 11, 2015, 11:10:58 PM »
RE: screen sides cut-off

Quote
Can you try changing the pixel aspect in mame?
I'll look in to it further. Seems likely that the stock crt-geom shader will also do it.

Yes, I've tried. I've also tweaked curvature and round corners to see if it change anything - no change.

Luke_Nukem

  • Sr. Member
  • ****
  • Posts: 135
    • View Profile
    • Blogging about Rust lang
Re: Showing off GLSL Mame.
« Reply #29 on: June 11, 2015, 11:25:31 PM »
RE: screen sides cut-off

Yes, I've tried. I've also tweaked curvature and round corners to see if it change anything - no change.

I tried it also. Seems to be the game or mame itself. The green rom check screen on boot is correct, just not the actual game.