There is now a bloom effect. But don't get too excited. It uses a low radius blur. To match what you would see in other shaders we would need to blur across many more pixels. That's very slow. A solution is to use a weighted average of a series of downsampled images to approximate a large radius blur. That's what the HLSL shader does and it works great. But we can't do that in the GLSL system right now.
Anyway, the effect is turned up enough to see the effect on, for example, the super metroid title screen. It's easy enough to lower the setting in the shader.
Also, there are now 3 options for the shadow mask effect: "VGA Monitor", "TV", "Aperture Grill". You can pick one in the shader. I like the TV version the best, so it's enabled by default.
Lastly, we're close to the max length of a glsl shader, so I moved the YUV pre-calculations to the vertex shader. So you need to set saturation and tint in that file now...
Oh, and I set alpha to 1.0 now. Maybe that solves the graphics layer issue with firefox? I'm an optimist and I don't have a better idea right now (and also can't make it run in sdlmame to check)