> Your overlay is pretty good. Like you say, the image stays pretty bright. That's > because you have a lot of pixels that don't have the RGB pattern on top of them > lowering the brightness. CRT shaders can keep a bright high contrast look too. It's > really just a matter of keeping the scanlines bright and sharp, having an aperture > mask that doesn't lower the brightness too much, and not letting the shader blur the > pixels too much. > > Timothy Lottes had a blog post a few months ago where he talked about a non-realtime > CRT shader. One of his ideas is how to properly apply tone-mapping in a CRT shader to > get back the brightness without losing quality in the aperture mask effect. I added a > quick and dirty tone-mapping step to my local copy of his GLSL CRT shader and it > looked pretty nice. I never fixed it to do exactly what he described though, but I > may do that soon and post it here if it looks good. The images are missing from the > blog post now, but you can read the post here: > http://timothylottes.blogspot.com/2015/09/tonemapping-slot-mask-simulation.html > > He had several ideas that wouldn't work with the GLSL system. I don't know which of > them are feasible in the new BGFX shader system that MooglyGuy has been working on. I > suppose I can try to make a version of Lottes' shader for the new system once it's in > the main MAME branch. I guess that would be a good way for me to learn how the new > system works.
Interesting, hope he'll reload the pics.
In my case it's a really simple job, here on a 3x4 pixels file I just start with set of strong % of RGB px on the bottom line and the rest is filled with vey light %. Then I adjust everything step-by-step using pure white with a level of alpha transparency to tune every px layer-by-layer until I'm satisfied with the balance.
The problem though here is that it could use an additional very thin line of black(s) in-between the two strong % RGB lines that currently constitute the pseudo-mask line we're seeing. As it is of course it tends to create dark spots on plain full colors instead of a continuous line. I'd try something on x5 but MAME is giving me trouble with the integer scale, maybe I'm using the wrong H & V bitmap stretching values, I don't know.
Anyway this is not a convenient method, lots of work to cover enough source resolutions over a single monitor resolution, and it has to be redone with entirely new values and many new sets of overlays for using a monitor with a different res. I'm not even talking about vertical games over landscape, finding the right spots and colors is very difficult on just a Full-HD panel. Fingers crossed for great things with BGFX, naturally.
Here another one before I switch to something different;
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
> MAME isn't about playing the games anyway.
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