> The 'shadow mask' is applied over the original games resolution right? So if game is > 320x240 then 'shadow mask' should be 320x240.
Not exactly.
shadow_mask_texture: Its the "Aperture.png" that determines how the RGB pixel will look like. Go to the Artwork folder and open aperture.png to see what it looks like.
shadow_mask_alpha: How strong is the effect of the CRT Pixel filter. Setting of 0.0 will disable it (make it translucent). Setting of 1.0 will have 100% effect on the picture like a real CRT tv would have.
shadow_mask_u(v)size: This option determines what portion of the "Apreture.png" will be actually used. Try setting shadow_mask_x(y)_count low enough so you'll be able to see the emulated pixel itself, now play with shadow_mask_u(v)size to see its effect. The setting 0.09375 actually used small portion of the Apreture.png file.
shadow_mask_x(y)_count: This will determine how many times the processed "Aperture.png" will be duplicated horizontally and vertically.
The current bugs and problems with hlsl is that the current apreture.png is not 3 RGB lines like a pixel should be, so there is no point of setting the shadow_mask_x(y)_count to the games internal resolution.
More over I tried to make Apreture.png only 3 RGB lines (single pixel), Now things look a little more accurate pixel-wize but only shadow_mask_Y_count is pixel perfect. Only shadow_mask_Y_count will display 10 vertical "Apreture.png"'s if set to 10 or 30 for that matter. Shadow_mask_X_count is buggy it will NOT show the number of "aperture.png"'s you set it to display. If you set it to 10 it will chop at the right border of the screen and will not display the full 10 pictures.
I hope the developers read this.
|