slang-shaders
glsl-shaders
slang-shaders | glsl-shaders | |
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21 | 25 | |
202 | 837 | |
1.5% | 2.0% | |
9.1 | 9.2 | |
3 days ago | 4 days ago | |
C | GLSL | |
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slang-shaders
- Visually, how do you prefer to play your PS1 games?
- I thought that gtuv50.glslp was Bilinear with scanlines, but I was wrong... It's better!
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Some Shader Questions...
It's basically scalenx lv2 (that is, with a pixel detection radius of 2) but with a bunch of additional rules for pixels that should *not* be smoothed. If you care to get into the technical details of how it works, the authors wrote a whole academic paper on it, and I annotated the source code for our port of it with the appropriate sections from the paper. https://github.com/libretro/slang-shaders/blob/master/scalenx/shaders/mmpx.slang
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Best shaders for 30fps jitter?
shaders_slang/motion-interpolation/motion_interpolation.slang
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RetroArch – Introducing the Mega Bezel Reflection Shader
Yeah, there's another guy on this thread who's having the same issue. I suggested he try just downloading them from github (https://github.com/libretro/slang-shaders) and putting them in place manually.
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Emulation wiki suggests not to use CRT-Royale on 1080p displays. In that case, what's the best alternative (for 1080p displays)?
For PAL+royale, you can use the pre-made preset from the 'presets' directory that comes with RetroArch: https://github.com/libretro/slang-shaders/blob/master/presets/crt-royale-pal-r57shell.slangp
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Steamdeck FSR
If there's something keeping you from downloading the shaders from the online updater, you can manually download them here: https://github.com/libretro/slang-shaders
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Now you too can have a Sega Virtua Arcade in your home - feel the phosphors! Sega Megatron Colour Video Monitor - Sega Virtua Fighter Arcade CRT Simulation - https://forums.libretro.com/t/sony-megatron-colour-video-monitor/36109/691
In the off chance this still isn't latest you can download the .zip directly from GitHub: https://github.com/libretro/slang-shaders/archive/refs/heads/master.zip That should definitely be up to date!
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How in the world do I download a shader from Github???
z-fast is already in RetroArch, why do you want to download it again? Anyway you will need to download the zfast-crt.slangp file and also the files that are in the shaders/zfast_crt/ folder. The easiest way is to download the entire repository as a ZIP file, extract and then use the necessary files (go to the repository, click on Code button and then Download ZIP).
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I just discovered the shaders options in retroArch
I also like zfast-crt which is even lighter than fakelottes and makes games look good in a variety of emulated devices, from the NES to the SNES, N64 and even GameCube and Wii. However, it is currently having an issue that makes the image too dark when a setting is changed, so I switched to fakelottes.
glsl-shaders
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where do I get gameboy shaders at to download?
Those are the Cg shaders. I think the mini/classics use the glsl shaders, which are located at: https://github.com/libretro/glsl-shaders
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Nearest Neighbor prescale shader?
I'm trying to get this same scaling setup into MPV to use with video. I have everything setup perfect except the nearest-neighbor prescale, and the original retroarch glsl shader(https://github.com/libretro/glsl-shaders/blob/master/interpolation/shaders/sharp-bilinear.glsl) doesn't work in MPV. Anyone have any ideas?
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New player here, what are some things every player should do at the start of a new playthrough?
; Preliminary libretro shader support - (Requires 'renderer=opengl') https://github.com/libretro/glsl-shaders
- Get that authentic Dot Matrix Gameboy look
- Retro-v2 Screen Shader (WIP)
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Reshade with dosbox?
Are you talkiing about this CRT Royale shader? If so, it comes from the Libretro project, not ReShade, and it's available in standard GLSL format here: https://github.com/libretro/glsl-shaders/tree/master/crt
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Conf File
There is a zip file at this place for a lot of glsl shaders https://github.com/libretro/glsl-shaders
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ShaderGlass – Overlay applying retro shaders on top of Windows desktop
If you use picom as a compositor you can write glsl shaders, there is some work being done twords doing full out CRT emulation at a desktop rendering level, I found the repo below[1], but on my monitor the shader does this distortion at the bottom so I think it could be improved slightly. I'd really like to see someone get the glsl shaders from libretro[2] working with picom.(which the project in OP did) if any GL wizards reading this have any advice I'd be eternally greatful
[1] https://github.com/j-k-tech/picom
[2] https://docs.libretro.com/shader/crt/#
[2.1] https://github.com/libretro/glsl-shaders
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Error when trying to launch pod on linux(ubuntu)
; cnc-ddraw - https://github.com/CnCNet/cnc-ddraw [ddraw] ; ### Optional settings ### ; Use the following settings to adjust the look and feel to your liking ; Stretch to custom resolution, 0 = defaults to the size game requests width=0 height=0 ; Override the width/height settings shown above and always stretch to fullscreen ; Note: Can be combined with 'windowed=true' to get windowed-fullscreen aka borderless mode fullscreen=false ; Run in windowed mode rather than going fullscreen windowed=true ; Maintain aspect ratio - (Requires 'handlemouse=true') maintas=true ; Windowboxing / Integer Scaling - (Requires 'handlemouse=true') boxing=false ; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap ; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks=' maxfps=60 ; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl/direct3d9') vsync=true ; Automatic mouse sensitivity scaling - (Requires 'handlemouse=true') ; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window adjmouse=true ; Preliminary libretro shader support - (Requires 'renderer=opengl') https://github.com/libretro/glsl-shaders shader=jinc2-sharper.glsl ;shader=6xbrz.glsl ;shader=2xbr-hybrid-v5-gamma.glsl ; Window position, -32000 = center to screen posX=-32000 posY=-32000 ; Renderer, possible values: auto, opengl, gdi, direct3d9 (auto = try direct3d9/opengl, fallback = gdi) renderer=opengl ; Developer mode (don't lock the cursor) devmode=false ; Show window borders in windowed mode border=true ; Bits per pixel, possible values: 16, 24 and 32, 0 = auto bpp=0 ; Save window position/size/state on game exit and restore it automatically on next game start ; Possible values: 0 = disabled, 1 = save to global 'ddraw' section, 2 = save to game specific section savesettings=1 ; Should the window be resizeable by the user in windowed mode? resizeable=false ; Enable linear (D3DTEXF_LINEAR) upscaling filter for the direct3d9 renderer (16 bit color depth games only) d3d9linear=true ; ### Compatibility settings ### ; Use the following settings in case there are any issues with the game ; Hide WM_ACTIVATEAPP messages to prevent problems on alt+tab noactivateapp=false ; Max game ticks per second, possible values: 0-1000 ; Note: Can be used to slow down a too fast running game, fix flickering or too fast animations maxgameticks=0 ; Gives cnc-ddraw full control over the mouse cursor (required for adjmouse/boxing/maintas) ; Note: This option only works for games that draw their own cursor and it must be disabled for all other games handlemouse=true ; Force CPU0 affinity, avoids crashes/freezing, might have a performance impact singlecpu=true ; Windows API Hooking, Possible values: 0 = disabled, 1 = IAT Hooking, 2 = Microsoft Detours, 3 = IAT+Detours Hooking (All Modules), 4 = IAT Hooking (All Modules) ; Note: Change this value if windowed mode or upscaling isn't working properly ; Note: 'hook=2' will usually work for problematic games, but 'hook=2' must be combined with renderer=gdi hook=4 ; Disable fullscreen-exclusive mode for the direct3d9/opengl renderers ; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible nonexclusive=false
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I guess it's my turn to brag about my 100% WO3:SE save
I've had this memcard file since the good ol' ePSXe days, hence the disparity in the player name at some point. I thought recording a video made more sense than a bunch of screenshots. I am using the crtsim shader preset for RetroArch if anyone's interested, has a nice subpixel matrix effect and brief phosphor image retention
What are some alternatives?
crt-royale-reshade - A port of crt-royale from libretro to ReShade
mpv - 🎥 Command line video player
RetroPie-Setup - Shell script to set up a Raspberry Pi/Odroid/PC with RetroArch emulator and various cores
cnc-ddraw - GDI, OpenGL and Direct3D 9 re-implementation of the DirectDraw API for classic games for better compatibility with Windows 2000, XP, Vista, 7, 8, 10, 11, Wine (Linux/macOS) and Virtual Machines
libretro-slang-shaders
picom - picom shaders
BezelProject - The Bezel Project installer script
cool-retro-term - A good looking terminal emulator which mimics the old cathode display...
shader-previews - A repo to store thumbnail previews for RetroArch's many shaders.
Cactus - A Modern Diablo II Version Switcher, Character Isolator, and Mod Manager (Contains: Singling)
dosbox-staging - DOSBox Staging is a modern continuation of DOSBox with advanced features and current development practices.
cnc-ddraw - GDI, OpenGL and Direct3D 9 re-implementation of the DirectDraw API for classic games for better compatibility with Windows 2000, XP, Vista, 7, 8, 10, 11, Wine (Linux/macOS) and Virtual Machines [Moved to: https://github.com/FunkyFr3sh/cnc-ddraw]