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Handheld Screen Simulation with ShaderGlass
ShaderGlass includes handheld simulation effects from its RetroArch shader library, useful for giving windowed emulators a portable-console look.
Before you begin
Use Windows 10 version 2004 (build 19041) or Windows 11 and a DirectX 11-capable GPU. Confirm the source window or capture device works without additional post-processing. The exact labels can differ between ShaderGlass versions and operating modes.
Step-by-step workflow
- Run a handheld emulator in windowed or borderless mode.
- Select a handheld-style shader instead of a CRT preset.
- Adjust scaling so source pixels remain stable and check any LCD grid pattern.
- Save this arrangement in a named handheld profile.
Important details and limitations
LCD handheld simulations are different from CRT scanlines and phosphor masks.
Aspect ratio and integer scaling may matter more than dramatic color adjustments.
Do not assume every historical handheld palette is available as a preset.
How to verify the result
Compare the processed scene with the same source shown without ShaderGlass. Watch for clipping, unexpected color changes, black regions and input lag. Keep one parameter fixed at a time while troubleshooting. For version-dependent settings, refer to the developer manual instead of relying on old screenshots.
Questions and answers
Are handheld shaders only for emulators?
No. They can be applied visually to other capturable windows, though they are most useful with matching source art.
Does ShaderGlass include handheld shaders?
Yes, handheld simulation is a documented shader-library category.
Related guide: Pixel Art Emulators · All ShaderGlass guides · Windows download information.
Technical reference: Developer manual. This guide explains settings and does not alter the ShaderGlass application or its license.