![]() (I’ll update the package with a PNG texture next time !) I do have one optimized with OptiPng at 13 Mb, I might put it later thing is that the JPEG is barely different than the original one so I favored the download size for the time being. I was about to deliver the LUT in PNG but since it’s 64Mb I’ve decided not to. I’ll see whether if I regenerate the bitmap from the source at a smaller scale will fix the issue.įor JPEG it’s weird because I’ve read that a build ‘might’ support PNG but I don’t know for JPEG. As you can see there are blocks of hues which are of a certain height and when you down size, interpolation wouldn’t even help since it’s really different. Regarding the resize, not sure, I have quickly tried rescaling the image in a editing software but it doesn’t seem good, it’s related to how the image is. I guess I had to switch to HSL for having a smaller texture but as you can see it is not working, not yet sure if it will even work. I have started working on another version that uses a smaller (and different) texture but it’s not working for the moment : The simplest thing to do is to use the code above, then use a ColorConvertedBitmap in WPF which allows you to specify an ICC profile which for instance might come from Photoshop. So, anyone, this is an early alpha, do not expect it to work OOB yet FYI the configuration I am developing it on is Windows + an HD7850.Īlso regarding color profiles, unfortunately there is no equation/formula to easily translate, ICC profiles are complex by nature and parsing them is hard (crazy). Right now my objective is to get a decent and pleasing conversion working well for most if not all games, then I’ll look at optimizing and fixing things so it runs well for most configs. Regarding your issue, currently I don’t run a Linux distro but I’ll happily take a look when the shader is done. ![]() And the scaling/shader related stuff is still a little vague to me, apparently with different settings, the texcoords seems to be higher than 0 to 1 … I’ll understand it with time. Using even better-tuned profiles from Photoshop such as US Coated SWOP is clearly something I will do later, when polishing For now I’ve had really mixed results with NES games, some are good and some are really wrong. Var formatConvertedBitmap = new FormatConvertedBitmap(bitmapSource, PixelFormats.Cmyk32, null, 0) Ĭurrently I don’t know which color space they are using in. Int i1 = (0xff << 24) | (x << 16) | (y << 8) | z īitmapSource bitmapSource = BitmapSource.Create(width, height, 96, 96, PixelFormats.Pbgra32, null, ints, width*4) I was considering creating a texture that would hint for out of space colors but it’ll probably be a naive approach, I’ll just approach the problem using color-related formulas. I’ve made some progress in fixing white and black hues, grays are still off I guess I’ll have to use HSL to really fix things. Instead I used a color profile and rendered 16.7M colors and converted to CMYK space, result is like it is in a sheet of paper.ĭownload : (it is 12MB because there’s a 4096*4096 texture) going RGB -> CMYK -> RGB does absolutely no change using them (actually they are in the shader but they are not used). NOTE : this is not an RGB to CMYK conversion using the formulas on the web, these simply translate between these spaces, i.e. I’m posting it here if someone has an idea / wants to improve the concept. You can clearly see the problem during fade outs, well that’s normal since CMYK color space cannot represent all RGB colors but I thought there might be a way to overcome this if we use the same logic as paper (subtractive), against a screen logic (additive) my attempt didn’t work for today, I’ll take another look later. The effect looks really great on some games, but there’s a drawback which I haven’t been able to address yet : white colors. This is something I was thinking about for quite some time and finally tested the idea thanks to Retroarch Currently I don’t know why this happens sometimes … NOTE : if you happen to see gray instead of white, you need to choose another shader preset and choose the preset again (switching shader with N/M keys won’t be enough). ![]() Installation : unzip as-is in your ‘shaders’ folder No more issues, no tricks used, no more weird fade outs, works flawlessly (there was an issue in the LUT being generated). In order : original, cmyk.cgp, cmykPureBlackWhite.cgp README included in the archive, make sure to read it for more details.
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