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HLSL perspective?
#343637 - 08/08/15 01:25 AM
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Is MAME able or will it ever be able to do this with HLSL?
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Dullaron |
Diablo III - Dunard #1884
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Re: HLSL perspective?
[Re: Elaphe]
#343674 - 08/08/15 03:21 PM
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> Is MAME able or will it ever be able to do this with HLSL?
On the GLSL you can. Tilt back and throw the mask skin over it. I never tried to do that with the HLSL because I only use it on the vector games.
You can get this and edited it. These files are not edited. https://sites.google.com/site/o0kinghanco0o/crt-geom-alternative-downloads (Note: I don't know they change those or not. If they did then I would like to have the updated ones.)
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W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
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Re: HLSL perspective?
[Re: Dullaron]
#343678 - 08/08/15 04:24 PM
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I have no idea how GLSL works. Is there any tutorial or something? BTW, isn't that only for Linux? I'm on Windows 7.
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Re: HLSL perspective?
[Re: Elaphe]
#343680 - 08/08/15 05:09 PM
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MAME now has HLSL and GLSL and works on Windows.
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Re: HLSL perspective?
[Re: joey35car]
#343743 - 08/09/15 12:39 PM
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> MAME now has HLSL and GLSL and works on Windows.
What are the advantages of GLSL (if any) over HLSL?
Edited by Ziggy100 (08/09/15 12:39 PM)
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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Re: HLSL perspective?
[Re: Ziggy100]
#343752 - 08/09/15 07:18 PM
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> > MAME now has HLSL and GLSL and works on Windows. > > What are the advantages of GLSL (if any) over HLSL?
Some people are claiming it looks better if using a 4K display (I can't confirm this)
It might be just a bit easier to setup and use because you don't need to understand any settings and just simply enable the shader for MAME to use it.
I like that users now have alternatives to use both and can change from both relatively easily by just changing a few settings in mame.ini so they can decide for themselves what they like or enjoy better.
Personally I prefer HLSL since Jezze's changes went in because I just think it looks and functions better on my hardware.
Quote:
hlsl_enable 1 hlslpath hlsl hlsl_prescale_x 8 hlsl_prescale_y 8 hlsl_preset -1 hlsl_write hlsl_snap_width 3200 hlsl_snap_height 1800 shadow_mask_alpha 0.5 shadow_mask_texture shadow-mask.png shadow_mask_x_count 6 shadow_mask_y_count 4 shadow_mask_usize 0.1875 shadow_mask_vsize 0.25 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 curvature 0.0 round_corner 0.0 reflection 0.25 vignetting 0.25 scanline_alpha 0.75 scanline_size 1.0 scanline_height 1.0 scanline_bright_scale 2.0 scanline_bright_offset 0.0 scanline_jitter 0.0 defocus 1.0,0.0 converge_x 0.0,0.0,0.0 converge_y 0.0,0.0,0.0 radial_converge_x 0.0,0.0,0.0 radial_converge_y 0.0,0.0,0.0 red_ratio 1.05,0.00,0.10 grn_ratio -0.10,1.00,0.25 blu_ratio -0.25,0.25,1.25 saturation 1.25 offset -0.30,-0.20,-0.05 scale 1.15,1.05,0.90 power 0.90,0.90,1.15 floor 0.05,0.05,0.05 phosphor_life 0.5,0.5,0.5
# # NTSC POST-PROCESSING OPTIONS # yiq_enable 0 yiq_cc 3.59754545 yiq_a 0.5 yiq_b 0.5 yiq_o 1.570796325 yiq_p 1.0 yiq_n 1.0 yiq_y 6.0 yiq_i 1.2 yiq_q 0.6 yiq_scan_time 52.6 yiq_phase_count 2
# # VECTOR POST-PROCESSING OPTIONS # vector_length_scale 0.8 vector_length_ratio 40.0
# # BLOOM POST-PROCESSING OPTIONS # vector_bloom_scale 1.00 raster_bloom_scale 0.220 bloom_lvl0_weight 1.00 bloom_lvl1_weight 0.16 bloom_lvl2_weight 0.24 bloom_lvl3_weight 0.32 bloom_lvl4_weight 0.48 bloom_lvl5_weight 0.00 bloom_lvl6_weight 0.96 bloom_lvl7_weight 0.72 bloom_lvl8_weight 0.48 bloom_lvl9_weight 0.24 bloom_lvl10_weight 0.12
example screens
http://i.imgur.com/R28hbAK.jpg http://i.imgur.com/zidEBM6.jpg http://i.imgur.com/BwIoHRL.jpg http://i.imgur.com/QYMwWpF.jpg http://i.imgur.com/6y0C03N.jpg http://i.imgur.com/xlKYRTr.jpg http://i.imgur.com/rgile5v.jpg
curvature and round_corner values applied with sliders http://i.imgur.com/YOtY1lA.jpg http://i.imgur.com/H3UQdmS.jpg
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R. Belmont |
Cuckoo for IGAvania
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Re: HLSL perspective?
[Re: Ziggy100]
#343792 - 08/10/15 04:42 PM
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> > MAME now has HLSL and GLSL and works on Windows. > > What are the advantages of GLSL (if any) over HLSL?
GLSL lets you use a CRT simulation from Nvidia's R&D department that a lot of people go bonkers over (it's called "the Lottes shader"), and it's also a bit more flexible in terms of using random shaders you can download off the Internet.
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Re: HLSL perspective?
[Re: Elaphe]
#343820 - 08/10/15 11:03 PM
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I understand the sentiment, but in practice it looks bad just like when people do Looney Tunes on youtube in a little B/W TV image. I don't want to be looking in a window at something. I want to be looking right at it.
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