> Hi uman! > > Did you ever see R.Belmont's conversion of the NTSC shader MooglyGuy wrote? It was > posted here: > > http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94686#Post94686 > > It works pretty well from what I remember. The version on my PC has been edited so > much that I'm not sure I remember how the default version worked. Note that for the > most accurate effect, you'll need to set at least the color subcarrier frequency > (just 3.579545 for NTSC), and then the ScanTime variable based on how many pixels the > system outputs per period. > > So you'd want to use something like 44.6984 (=640/3.579545/4) for ScanTime to get > correct artifact colors out of a PC with composite CGA. OR 39.911112 > (=560/3.579545/4) for an APPLE IIe. Don't know about consoles. Probably you'll > "divide by 2" instead of "4". So the genesis (not always 320 width but...) should > probably be 320/3.579545/2 and you'll get the same answer as for CGA. Or something > like that. > > Also, many systems will need an extra phase shift added for correct colors. The > setting is called "OValue" in the HLSL version but missing from the GLSL I linked. > > I'll take a look at separating some of the CRT shader out into separate passes. I > started doing this before and ended up making things slower but maybe I'll have more > luck this time.
Hi SoltanGris42,
not exactly what I meant, but what I had looked for , so i thank you for posting this link. Also nice to see, how small the shader-scene world can be. I will try Belmonts conversion with really old consoles, like Atari 2600, Coleco, NES and for the first time, I will do it with MAME . I really like that Belmonts conversion uses the glsl-pipeline. People should really see the benefit of this concept. The more deconstructed shaders are available, the more this concept will bring out good examples.
The changes we would like to do for vector stuff, will be on the vector driver/renderer level. I am not sure, but I guess this will not affect OpenGL , as i currently see no vector parameters available, other than anti-alias and flicker, if Opengl is enabled as videomode in MAME. Even if the planned options will be available for OpenGL, vector-bloom, phosphor etc. will still be missing and it would be only half the fun .
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