// 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(0.98,0.98); // 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 = 3.5; // tilt angle in radians // (behavior might be a bit wrong if both components are nonzero) const vec2 angle = vec2(-0.60,0.0); // size of curved corners cornersize = 0.03; // border smoothness parameter // decrease if borders are too aliased cornersmooth = 1000.0;
// END of parameters
// Do the standard vertex processing. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
// Precalculate a bunch of useful values we'll need in the fragment // shader. sinangle = sin(angle); cosangle = cos(angle); stretch = maxscale();
// The size of one texel, in texture-coordinates. one = 1.0 / color_texture_pow2_sz; }
As for Popeye paste this over the other one.
const vec2 angle = vec2(0.0,-0.60);
Maybe someday HLSL will do this as well. For now only the GLSL can do this.
What I'm doing is looking at the snapshots of the machines to see what view those are showing in. Then trying to get the view matches on what the machines is showing.