* Updated default ‘screen_offset’ value to correct 1px left and top border in integer scale mode
Fixes issue mentioned in #96.
* Added 'gameboy-advance-dot-matrix-sepia' preset.
* Moved 'gameboy-advance-dot-matrix-sepia' to 'presets'
* big reorganization of handheld and presets
* replace edge-blended-240hz-bfi with blurbusters and lottes' crt-beam-simulator
* whoops, forgot to track the new shader
* Update crt-royale-fast and several presets
- Presets moved to new folder presets/crt-royale/fast.
- New presets for 1080p and 4k.
- Slotmask updated.
* Update crt-royale-fast presets
- Now all presets are full-fat.
- Moved crt-royale-fast-ntsc-composite.slangp ro presets folder.
* Final update to crt-royale-fast presets
Added specifica genesis-rainbow-effect preset. It's only useful for a bunch of games. Standard genesis preset is better for most games.
* Update glow-trails0.slang to use aliased feedback
* fix choppy glow on vector-glow-alt-render.slangp
* fix vector-glow.slangp
* fix crt-lottes-multipass-interlaced-glow to work with aliased feedback
* Update glow_trails for aliased feedback
* Create annotated_passthru.slang
- Added 2 LUTs: grade-rgb and grade-composite.
- Added crt-royale-preset is resolution internal agnostic, so it'll work with 2x, 3x, 4x and so on. Just use internal res above 1x.
* initial cathode-retro port
* move ntsc-adaptive and most associated presets over to use guest.r's modified version
* fix some ctrl^H goofs
* add license blocks to cathode-retro shaders
* updates to cathode-retro; signal stuff is still broken but less so maybe
* Move initial batch of shaders and presets to smoothing subdirectory
* Rename smoothing to edge enhancement
* Move cubic and windowed into interpolation
* Fix some presets
* Fix rest of presets
* Rename edge-enhancement to edge-smoothing
* Move pixel art scalers into separate directory separate from 'interpolation'
* Flatten interpolation/cubic into interpolation/
* Add gizmo-crt shader
This shader tries to reproduce a CRT-like output without replicating mask or RGB patterns.
It has the following features:
- allows fractional scaling
- uses texture AA shader and subpixel scaling for evenly placed sharp pixels
- has a horizontal blur function which mimics bad signal quality of some systems (megadrive, psx)
- has a vertical blur function which mimics n64 vertical software blur
- adds some noise to mimic restless CRT colors
- has a curvator function
- looks good with resolutions <= 1080p
- has modest system requirements
https://forums.libretro.com/t/gizmo-crt-shader/41409https://github.com/gizmo98/gizmo-crt-shader