> > > 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.
I believe there is an issue with this in that if you make a copy and the shader gets updated in a future release, your shader won't have those changes (and I believe it is possible for the copied shader to break in this regard). The configuration and implementation of the shaders needs to wholly be separated, like the HLSL implementation.
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