> Here you go. > > It's a little weird because the shader was close to the maximum length. I had to > shorten some variable names and calculate a couple things in the vertex shader. > > There are probably errors in the shader code too since I don't know what I'm doing... > > Anyway, there are a couple of new things to set in the CRT-geom.vsh: > > saturation > tint > > They do what they say. I have it set to 150% saturation (too much!) and 0 degrees of > tint but you should fiddle with it. > > The rest of the options are in the pixel shaders. I think most drivers will be using > the CRT-geom_rgb32_dir.fsh so try changing that file first. An easy way to tell if > you have the correct file is by disabling "YUV" because the drop in saturation is > easy to notice. Here are the new options: > > YUV: enables the tint and saturation changes > APER: enables the aperture grill effect > RGB_M: enables an RGB striped mask instead of Magenta/Green. APER still needs to be > set. > LUM_VAR_M: enable to fade out the aperture mask for high luminance colors. Keeps > whites looking white. > LUM_MAG: Sets the strength of the previous effect. 0.0-1.0 > > Note that if you have an older version of sdlmame/sdlmess that the aperture grill > won't show up. I don't know what svn revision (or official release version) the > needed glsl change made it into. > > I assume you know how to set up the mame.ini to get the shader working. Let me know > if it works ok for you.
Very cool! Thanks for sharing. This will give me something else to play with!