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SoltanGris42
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Reged: 11/16/13
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Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders
08/01/16 03:04 AM


> > crt-geom doesn't get its shadow mask texture from the "-bgfx_shadow_mask"
> commandline
> > option (afaik). So once you know which aperture mask you like the best from
> > experimenting with the sliders you'll have to edit the "crt-geom.json" or
> > "crt-geom-deluxe.json" in mame/bgfx/chains to point to the texture you want to use.
> > This is generally true if you want to change (any of) the defaults in any of the
> bgfx
> > shaders btw since they can't save options to a file.
> >
> > Look for this line near the bottom of the file to change:
> >
> > { "sampler": "mask_texture", "texture":
> "bgfx/chains/crt-geom/aperture_1_2_bgr.png",
> > "selection": "Shadow mask" }
> >
> > Also I believe that for vertical games, crt-geom just renders the whole thing like
> > normal and then its output is turned on its side. I think this is actually what we
> > want it to do... For aperture/shadow mask patterns that depend on the subpixel
> > arrangement of your display, this will look weird. For patterns that don't, it will
> > look good. You might need to keep a second copy of the crt-geom.json around for
> > vertical games if you need different options for them. You can just copy/paste
> > "mame/bgfx/chains/crt-geom.json" and give the new version a different name. Then
> you
> > can edit it as you like.
> >
> > This kind of thing is necessary until (if?) there is a a way to read/save shader
> > parameters from/to a file.
>
> Thanks for pointing out that line. In the sliders, I see where you can change to a
> different effect...such as super-eagle or hlsl, but I don't see where you can change
> the aperture mask. Where is that slider?
>
> Creating a copy or more of the crt-geom-deluxe.json in the Chains folder with
> different names is enough? I don't have to create copies of the corresponding files
> in the other folders such as Effects and Shaders?

When you have crt-geom selected and running, then the shader parameters for crt-geom will show up in the sliders menu. Then you can change parameters while the game/shader is running. Other shaders work the same way although most don't have parameters to edit so they don't have slider entries either.

So you should be able to run MAME with the shader. Scroll through the different aperture mask textures using the slider menu. And then once you know which one you like, then you can edit the chain file (or better yet, a copy) like I said.

And, yes, all you have to do is copy/paste the single file in the chain folder. Because inside of the json file it specifies the name of the effects, which in turn point to the compiled shaders. The file in the chain folder can have any name you want and you don't meed to modify/create anything in the effect or shader subfolders.







Entire thread
Subject Posted by Posted on
* Questions about crt-geom and crt-geom-deluxe bgfx shaders Mr Ric 07/30/16 06:20 PM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders SoltanGris42  07/30/16 09:13 PM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders Mr Ric  07/31/16 04:29 PM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders SoltanGris42  08/01/16 03:04 AM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders anikom15  02/13/17 05:34 AM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders SoltanGris42  02/13/17 05:50 AM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders Elispalta  02/03/17 10:22 PM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders CiroConsentino  02/03/17 11:50 PM
. * Re: Questions about crt-geom and crt-geom-deluxe bgfx shaders Elispalta  02/04/17 12:31 AM

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