mirror of
https://github.com/italicsjenga/slang-shaders.git
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202 lines
8.3 KiB
Plaintext
202 lines
8.3 KiB
Plaintext
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![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png)
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Mega Bezel is updated to V 1.0.001 2022-06-24 Rev 1
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Changes:
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* Mega Bezel V1
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----------------------------------------------------
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--- V1 TODO ---------------------------------------
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----------------------------------------------------
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* Megatron HDR Combination at end of chain
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* Fix Tube Diffuse Shadow in 3D Curvature
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* Add .params #reference to with all parameters commented out
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* Bezel shadow on Potato Tube / Game Image
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* Check out Colorize Behavior on DMG-01 (Colored Gameboy)
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----------------------------------------------------
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--- Examples --------------------------------------
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----------------------------------------------------
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* Punch Out - Dual Screen
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* Vector Preset
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----------------------------------------------------
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--- Post V1 ---------------------------------------
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----------------------------------------------------
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* Auto Rotate
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* Investigate Higher Ambient Light Multiplier on BG
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* Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores.
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* Compensate for Negative Crop,
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* User crop values should be relative to original core image, not core image + negative crop area
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* Missing inner Edge static shading?
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* Guess White/Black Matting?
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* Auto Shadow for image Layers above screen
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* Mega Back Light a la philips Hue/Ambient
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* Night light single glow - Place Glows
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* Fix Corner Shading
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* Double Bezel
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* Swap option for Blurry vs Sharp Tube Reflection
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* Add NTSC Adaptive Preset?
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* Add Variations CRT Royale Glass & Advanced
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* Do some more OrionsAngel Presets with new Mega_Bezel
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* Add option for core res fake scanlines
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* Add Rewind Effect?
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* Black Edges should be driven by bezel not screen? (Right now bezel overlaps the screen with no black line)
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* When in interlacing mode for vertical opposite mult should do something
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* Fix bright area of screen showing outside the black line when bezel is hidden
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Update Docs & add some notes about GDV & Grade
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* Rotate Dual Screen
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* Adjust Black adjustment so it affects not just black, Falloff? Tweak Afterglow?
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* Modulate Range on top of Hue & Value?
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* Logo Position offset?
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* LCD behavior when reaching resolution limit
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* Local vs FullScreen Blur on Corner reflection?
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* Shadow from Cutout?
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* Large Slotmask Bitmap Mask
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* Do Hylian Sync Version
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----------------------------------------------------
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--- Independent Shader Stuff for Main Repo --------
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----------------------------------------------------
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* Add Test_Max_Resources to Repo
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* Make Resolution text shader it's own pass for Repo
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* Show Original Res, Previous Pass Res, Next Pass Res, Viewport
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* Move Resolution Debug to be top justified
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* Gameboy
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* Fix DMG Shader
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* Fix Low Contrast Issue
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* Multiple palettes including Custom for Gameboy
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* Add Gameboy Palettes https://www.deviantart.com/thewolfbunny/gallery/69987002/game-boy-palettes
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* Independent Bezel Scaling not the same as non-int scale
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* Why? Maybe only in Portrait Res?
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* Outer reflection corner radius should be independent when in independent mode
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* See why very inner edge seems not affected by reflection mask
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* Startup Animation - Sprite Sheet
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* Frame Shading
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* Shading on frame interior edge?
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* Frame Inner edge static lighter line
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* Frame Interior Edge thickness
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* Fix shading with rounded outer corner
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* Frame shadow should follow corner radius
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* Integer Scale Guides?
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* Reflection fade option to have reflection come to 100% at inner frame boundary so you can have a glass like effect outside the bezel
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* Per Layer Scaling of Cutout?
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* Noise Sampling on Tube Highlight
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* When reflection is off still see inner bezel edge reflection
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* Guess Resolution for Core Sampling Multiplier?, Set target vertical downsampled resolution, try to get multiple.
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* Reflection on Control Panel and Speaker Panel
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* Put Torridgristle LUT back in for blue skys?
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* Scanlines
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* Get GTU to respect scanline direction
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* Color Management/Correction
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* Brightness balance the presets so they are consistent, some are currently brighter than others
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* Add some standard deconvergence which can be used with the rolling scanlines
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* Reflection on areas outside the frame, e.g. Arcade Speaker Panel and Control Panel
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* Optimize presets using non-float frame buffers
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* Independent frame scaling?
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Documentation
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Troubleshooting
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New install of retroarch
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Turn all overlays off
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I have rings, wavy distortions (Moire)
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Moire
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The Waves you are seeing are called a Moire effect, it’s the same effect you see through a screen door sometimes.
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It is caused by using a crt shader with scanlines and tube curvature and made worse when the resolution is limited. It is a thorny problem , and sometimes hard to get rid of at 1080, it is much less of a problem at 4k.
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Things which can help/fix the problem
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Reducing strength of scanlines,
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Reducing or curvature or setting it to 0 will definitely fix it.
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If you keep using curvature using Integer scale in the shader parameters can sometimes help.
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If making own presets reference from crt-Base presets
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Old Megabezel https://github.com/HyperspaceMadness/shaders_slang/tree/adf6dc3c0f09db11ebf4fbcf85098ac8232acfcc
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----------------------------------------------------
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--- Retroarch Features -----------------------------
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----------------------------------------------------
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* Append (Prepend) Shader Preset - to add a shader preset to the beginning of the chain
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* Fix edit shader in UI - Changes are currently lost or need to apply twice
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* Fix loss of current parameter values when retroarch goes from full screen to window
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* Fix saving with same name with different capitalization creates self reference
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* Shaders folder as a path token, e.g. "[shaders]/shaders_slang/" [shaders_dir]?
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* Hide Parameters
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* Add Core Provided Aspect as Uniform
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* Stop Reloading Shader multiple times on Save (Keep optional param)
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* Choose Textures in UI
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* Shader Textures in Sub Menu - Add ability to set texture overrides in retroarch UI
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* Shader Passes in Sub Menu
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* Dropdowns for indexed parameters?
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* Multiple references in one file for adding passes and parameter overrides
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* Edit Multiple References in UI vs Shader Passes, Discreetly change between Simple and Full
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* Onscreen Display of current shader preset
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* Reload Last Preset
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* Next/Previous Shader does not work well if shader was loaded as Game preset
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* Sometimes uses different directories, probably related to shader_path in live shader rather than originally loaded preset
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* Pass Scaling Types
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* Original scaling Type
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* MaxAbsolute scaling type?
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* If res is lower don't scale if larger scale to this res, good for PSX Upscaling
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* Would avoid people crashing with internal resolution multiple
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* Add "Timer" uniform variable vec4(total-count, count-since-shader-load, oscillator[1,0,1,0,1,...], [unknown/undefined])
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* Unknown could be frames since direction change, good for rewind effect
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* Replace Text, for shader type, game & core, content directory
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* core_name
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* game_name
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* [shadertype], [gamename], [corename], [contentdirectory]
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* Check textures and use default if not found
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* Check for alias used multiple times appears as semantic error now
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* global.x is semantic error if x not in global
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* GIF support
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* Fix <texture>Size, only works for textures in DX11, 12, not Vulkan
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Super Glow HighFX Version?, manage brightness
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Questions for Survey
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* Old Perf Numbers before Caching
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* Performance of Base presets at 3840x2160 on Nvidia RTX2060:
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* ADVANCED - 78 FPS - No comparable old preset
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* GLASS - 150 FPS - Old Glass Preset 128 FPS
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* STANDARD - 135 FPS - Old Full Preset 140 FPS
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* STANDARD-HD-CORE - 105 FPS
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* BASIC-BORDER-WITH-REFLECTION - 175 FPS - Old Reflect Only Preset 165 FPS
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* BASIC-BORDER - 295 FPS - Old Screen Scale Preset 370 FPS
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* Performance on HD-CORE E.G. 1920x1080:
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* ADVANCED - 60 FPS
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* ADVANCED-HD-CORE - 70 FPS
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* STANDARD - 85 FPS
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* STANDARD-HD-CORE - 100 FPS
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* BASIC-BORDER-WITH-REFLECTION - 126 FPS
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* BASIC-BORDER - 180 FPS
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