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FAQ.md

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@@ -20,16 +20,35 @@ remove the border per below:
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### > I can't capture using OBS
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OBS can capture ShaderGlass but only as a Game Capture source (not Window Capture). Use "Capture specific window" within
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OBS can capture ShaderGlass but only as a Game Capture source (not Window Capture nor Desktop Capture). Use "Capture specific window" within
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Game Capture to select ShaderGlass window only.
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![screenshot](images/obs.png)
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---
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## > Text/letters are all blurry or pixelated
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For maximum sharpness set Input -> Pixel Size -> x1 but note that a lot of shaders expect pixelated input so set this option accordingly to each scenario.
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---
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## > Can I save a profile?
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Yes, you can save shader profiles and even load them on startup via a command line parameter. See [README](README.md) for details.
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Yes, you can save shader profiles as files, access from Recent Profiles menu and even load them on startup via a command line parameter. See [README](README.md) for details.
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---
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## > I don't see my favourite RetroArch shader
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ShaderGlass includes majority of RetroArch repository at time of release, but some shaders had to be excluded because of features SG doesn't yet support (for example HDR).
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Differences vs RA repository are tracked in [this PR](https://github.com/mausimus/slang-shaders/pull/1).
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---
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## > ShaderGlass can't capture some windows
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Unfortunately some old-style rendering windows are not supported by modern Windows Capture API. Please use Desktop mode to capture those.
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---
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README.md

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### Download
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Latest release (v0.9, 10 Aug 2023):
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Latest release (v1.0, 21 Feb 2025):
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* refresh of RetroArch shader library
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* new Shader Browser window
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* back-end extensions to support more complex shaders (MegaBezel)
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* improved fullscreen with letterboxing and aspect ratio preservation
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* quick access to Recent Profiles from menu
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* FPS display in title bar
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* selection of best shaders in Browser window
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* bug fixes
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https://github.com/mausimus/ShaderGlass/releases/download/v0.9/ShaderGlass-0.9-win-x64.zip
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<br/>
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Betas available here (latest v0.94, 16 Feb 2025):
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https://github.com/mausimus/ShaderGlass/releases
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https://github.com/mausimus/ShaderGlass/releases/download/v1.0/ShaderGlass-1.0-win-x64.zip
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<br/>
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![screenshot](images/screen7.png)
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[Demonstration video (YouTube)](https://www.youtube.com/watch?v=5WLit0TBYIw "ShaderGlass")
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[Demonstration video (YouTube)](https://www.youtube.com/watch?v=gWOcucS9_mg "ShaderGlass")
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##### Desktop Glass mode
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###### Adventure Game Studio
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[The Crimson Diamond (2020)](https://store.steampowered.com/app/1242790/The_Crimson_Diamond_Chapter_1/),
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a modern AGS game softened using crt-fast-bilateral-super-xbr shader.
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[The Crimson Diamond (2024)](https://store.steampowered.com/app/1098770/The_Crimson_Diamond/),
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a modern AGS game using HSM MegaBezel STD shader.
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![screenshot](images/screen3.png)
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* If you select _Custom_ you can enter your own correction ratio expressed as pixel height (1.0 being square pixel). For example,
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in MS-DOS era a picture of 320x200 resolution (16:10) was displayed on a 4:3 screen meaning each pixel was 1.2x tall on screen, 1.2 = (16/10) / (4/3)
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* _Output -> Frame Skip_ - in order to improve performance divide frame rate by n (capture is done at VSync rate)
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* _Output -> FPS_ - by default ShaderGlass runs at V-Sync, but in order to reduce GPU load you can divide the frame rate by n (for pixel art etc.)
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* _Output -> Take Snapshot_ - export current picture in .png format
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You can pass profile filename as a command-line parameter to ShaderGlass.exe and it will be auto-loaded.
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If your profile file name contains spaces please put it in quotes.
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In addition -p will launch in paused mode, and -f will launch in fullscreen mode.
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<br/>
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### Code
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Built using Visual Studio 2022 using ISO C++ 20, Windows SDK 10.0.22000, Windows Capture API and DirectX 11.
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Built using Visual Studio 2022 using ISO C++ 20, Windows SDK 10.0.26100, Windows Capture API and DirectX 11.
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ShaderGlass includes a limited implementation of RetroArch shader back-end.
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[ShaderGen](ShaderGen) is a command-line tool for converting Slang shaders
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* Big kudos to RetroArch team, emulator developers and the wide retro community!
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* Thanks to @lonestarr for PRs :thumbsup:
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* Thanks to @lonestarr for PRs and everyone for feedback and testing :thumbsup:

ShaderGlass/ShaderGlass.rc

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ShaderGlass/ShaderWindow.cpp

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ShellExecute(0, 0, L"https://github.com/mausimus/ShaderGlass", 0, 0, SW_SHOW);
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#endif
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break;
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case ID_HELP_README:
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ShellExecute(0, 0, L"https://github.com/mausimus/ShaderGlass/blob/master/README.md", 0, 0, SW_SHOW);
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break;
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case ID_HELP_FREQUENTLYASKEDQUESTIONS:
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ShellExecute(0, 0, L"https://github.com/mausimus/ShaderGlass/blob/master/FAQ.md", 0, 0, SW_SHOW);
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break;

ShaderGlass/resource.h

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#define ID_PROCESSING_RECENTPROFILES 32899
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#define ID_RECENTPROFILES_FDS 32900
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#define ID_PROCESSING_RECENT 32901
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#define ID_HELP_README 32902
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#define IDC_STATIC -1
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#define IDC_STATIC_LABEL -1
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NO_MFC 1
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#define _APS_NEXT_RESOURCE_VALUE 137
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#define _APS_NEXT_COMMAND_VALUE 32902
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#define _APS_NEXT_COMMAND_VALUE 32903
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#define _APS_NEXT_CONTROL_VALUE 1001
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#define _APS_NEXT_SYMED_VALUE 115
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#endif

images/screen3.png

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images/screen8.png

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