Yes, yes i know, OpenGL doesnt work with the official MAME 0159. Nice to hear that you are aware of this and allready take your precautions. Problem with OpenGL is, there are no sliders for it, like in HLSL. In my example, you would need to go into the shader-code itself to make changes. It is well documented, just take a look into it (open with Notepad++ or similar). Also there is no default path for OpenGL, but maybe in the next release (i dont think so, because there was no path in SDL MAME either). You should just make a default path folder for MAMEUIFX on your own, like you did for other things in MAMEUIFX.
The key line here is: glsl_shader_mame0 to glsl_shader_mame9. Basically it means, you can put up to 10 OpenGL shaders to create one BIG OpenGL shader, like they allready do in RetroArch (up to 12 shaders). After any glsl_shader_mame0-9 line, you just put the path to the glsl shader, like i did in the example in the post before.
Off course, you can test the Jezze HLSL shader, here is the link: https://www.dropbox.com/s/3veh7pletvws0 ... X.zip?dl=0
The artwork folder contains three different shadowmasks, that you can use with the mask settings in the textfile (you can only use one at a time).
The bloom.fx file, is a bugfixed bloom, that eliminates the following error (high bloom settings where used to see it more clearly):
Official bloom.fx: https://dl.dropboxusercontent.com/u/541 ... r-type.png
You can see, that the bloom has a wrong offset. A bloom would normally shine in every direction, not just like in the picture above, where it works like a Photoshop-dropshadow effect.
Fixed bloom.fx: https://dl.dropboxusercontent.com/u/541 ... r-type.png
The bloom shines to all directions, if you switch between the pictures, you will see what i mean.
The post.fx file, is a highly modified official post.fx . It has many advantages, like a shadowmask, that is ALWAYS perfectly aligned and eliminating the moire-artefacts, that you usually get, if you use official post.fx. also in the official post.fx, you need to adjust the shadowmask properly for EVERY game with different resolution (which is not a easy task, you need to be good in math-calculations
Then you have a additional Vignette and Reflexion effect, which you can control via the HLSL parameters.
Image Pincushion controls the how strong the Vignette is and Screen Curvature controls the curvature of the screen and the amount of the reflection. Sadly the MAME devs didnt want to give us one more slider for the reflection only, so Jezze needed to merge it with the curvature parameter, but at least it makes some sense, because a high curvature of a CRT will result more likely to a pointed reflection in a real life environment.
You can basically see how this shader works here: http://www.aep-emu.de/index.php?name=PN ... rt=0#89863
Sadly it is in german, but you will get how it works from the pictures
. I am also translating everything in english right at the time and I am nearly finished.
Also the thread is very old and is not the current state of the shader, but I have send you here the most current one, as I am in contact with Jezze all the time. Also the bloom fix bug is missing in the thread.
We found these settings the best for the HLSL shader as a default setting:
# DIRECT3D POST-PROCESSING OPTIONS
# NTSC POST-PROCESSING OPTIONS
# VECTOR POST-PROCESSING OPTIONS
# BLOOM POST-PROCESSING OPTIONS
So have fun with this and try it for yourself. As I like MAMEUIFX the most for LCD, i hope you like my suggestions. I just want to see some nice shaders implemented at default for novice users and MAMEUIFX.
Hope to hear from you soon. Best wishes, u-man