slang-shaders/bezel/koko-aio/shaders/config.inc

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// BEZEL STATIC CONFIG ##############################################################################################
// Uncomment this to improve bezel downscaling.
// If you are using standard bezel, leave commented to gain performance.
#define STATIC_BEZEL_USE_MIPMAP 1.0
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//This is used to skip calculations in the reflection blur code.
//set it to minimum value that allows you to see reflection entirely
#define BEZEL_REFL_SKIP_SIZE 0.08
//This is the size (in 0..1 range) of the bezel texture that does
//not include the center tube, including reflection area, and the shadow.
//It is actually used to skip drawing game content under the bezel or
//over its shadow.
//Set it to the maximum size as long as you see the full game content
//in the bezel.
#define BEZEL_BORDER_SIZE vec2(0.07, 0.07)
//This is the blank area or shadow size (one side, in percent) at the sides of the bezel as defined by the bezel texture
//BEZEL_SHADOW_SIZE = max shadow or blank side size / bezel_texture_size.
//It is used to skip drawing bg/fg or ambient light over the tube, set it to a value that allow for them to be
//shown over the bezel blank/shadowed sides but not on the tube (ie: value too big)
#define BEZEL_SHADOW_SIZE 0.06
//to speedup things, bezel rende logic can be completely skipped in the inner tube, if we
//already know it is completely transparent.
//Set the following to the maximum value that allow you to see
//bezel borders and, if present in the source bezel texture, inner content/border shades
#define BEZEL_TUBE_BLANK_SIZE 0.88
//In the second reflection pass, the coordinates are zoomedout by the
//BEZEL_REFL_ZOOMOUT_ROOM so that the image is mirrored-repeated by retroarch.
//they are adjusted by an inverse amount in final pass to align them
//lowering this value makes more room for reflections, but this steals
//pixels for reflection resolution, so make it higher as possible as
//long as you can see the reflections on the reflective area without
//them blanking or repeating.
//Modifying it require you to tweak BEZEL_REFL_CORNER_BLANK_SIZE too.
#define BEZEL_REFL_ZOOMOUT_ROOM 0.8
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// Define the size and the smoothness of the rectangle
// in the bezel corners that will hide and blur the reflections
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#define BEZEL_REFL_CORNER_BLANK_SIZE 0.091
#define BEZEL_REFL_CORNER_BLANK_SHADE 0.055 // keep it > 0.0
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//When colorizing the bezel via ambient light, it is possible to choose where
//the colorization ends. depending on the bezel texture/lut used, the following
//parameter wil allow to colorize top/bottom and left/right border with the
//same shade amount.
#define AMBI_OVER_BEZEL_AR_CORRECTION 0.98
// AMBIENT LIGHT STATIC CONFIG ##########################################################################################
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// 0.0-1.0: sensitivity to scene change (ambilike stuff), 0.0 changes more
#define AMBI_SCENE_CHG_THRSHLD 0.07
// The following will allow to sample at reduced interval
// The scene change detection logic will take advantage of it
// So that quick fades will still be treated as scene changes
#define AMBI_AVGLUM_DIVIDER 4
// The following defines the speed of the color fades
// when changing scene. (range 0..1)
// It is wise to correlate it with avglum_divider
// try between (1/avglum_divider) and (1/avglum_divider)/3
//#define AMBI_FAST_STEP 0.125
#define AMBI_FAST_STEP 0.25
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// GLOW STATIC CONFIG ##########################################################################################
//Setting the glow/halo sharpness parameter to this
//will skip the blurring phase and lowers the gpu use
//Set this to the same value as used for the maximum
//of IN_GLOW_W/H, HALO_W/H
#define GLOW_SHARP_MAX 7
//Minumum glow sharpness
//I set this to allow negative values for glow sharpness
//that will calc their values from light spread amount
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#define MIN_IN_GLOW_SHARP 0.40
//Setting glow to blur bias parameter to this
//will skip the glow/blur mix codem and just return
//the blurred image
//Set this to the same value as used for the maximum
//of IN_GLOW_BIAS
#define IN_GLOW_BIAS_MAX 1.0
//Try to keep blur sizes consistent across input resolutions
#define SCALEMOD_X 360
#define SCALEMOD_Y 270
#define NEW_SCALEMOD_X (params.OriginalSize.x/360.0 / 2.2)
#define NEW_SCALEMOD_Y (params.OriginalSize.y/270.0 / 2.2)
// When Glow sharpness is controlled by light spread amount
// The following ratio is used, the lower, the blurrier:
#define IN_GLOW_SHARPNESS_SPREAD_RATIO_W 0.8334
#define IN_GLOW_SHARPNESS_SPREAD_RATIO_H 2.0
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// MISC STATIC CONFIG ##########################################################################################
//Consider content interlaced if lines are more than this
#define MIN_LINES_INTERLACED 380
//Static dithering applied over vignette and spot
#define NOISEPOWER 5/1000.0
//Temporal noise strength applied over ambient lights
#define NOISEPOWER_AMBI_MUL 13/1000.0
//Experimental alternating blanking feature has been disabled by default, you can enable it by
//uncommenting the following line:
//#define ALLOW_ALT_BLANK
//Should texture wrapping be allowed as a shader parameter?
//since it causes branching, better set it as a static value.
#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER
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//Gap size in pixel for 1X to 4X mask scaling:
#define GAP_SIZE_PER_SCALE vec4(1.0, 1.0, 2.0, 2.0)
// STATIC CONFIG ENDS HERE ##########################################################################################
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#define eps 1e-5
#define pi 3.141592653589793
#define TAU 6.28318530717958647693
#define alpha_mark 0.1
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layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
vec4 final_passSize;
uint FrameCount;
float SCANLINE_DARK;
float VMASK_OVERWHITE ;
float VMASK_DARKLINE_SCALE;
float VMASK_GAP;
float VMASK_USE_GM;
float DRKLN_OVERWHITE ;
float DARKLINES_VOFFSET ;
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float DARKLINES_PERIOD ;
float HALO_W ;
float HALO_H ;
float HALO_POWER ;
float HALO_GAMMA ;
float HALO_VS_SCAN ;
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float DO_BLOOM ; //4
float BLOOM_QUALITY ; //1
} params;
layout(std140, set = 0, binding = 0) uniform UBO {
mat4 MVP;
vec4 FinalViewportSize;
vec4 in_glow_passSize;
vec4 FXAA_passSize;
//vec4 main_passSize;
//vec4 monitor_bodySize;
//vec4 bgSize;
vec4 avglum_passSize;
vec4 first_passSize;
vec4 ntsc_passSize;
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float DO_SCANLINES;
float DO_IN_GLOW;
float DO_VMASK_AND_DARKLINES ;
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float VMASK_USE_DUMB;
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float MASK_COMPENSATION ;
float DO_HALO ;
float DO_CCORRECTION;
float DO_ALT_BLANK;
float IN_GLOW_BIAS ;
float IN_GLOW_SPREAD ;
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float SCANLINES_BLEEDING ;
float IN_GLOW_W;
float IN_GLOW_H;
float IN_GLOW_POWER;
float IN_GLOW_GAMMA;
float IN_GLOW_NTSC_ARTF_MULT;
float IN_GLOW_NTSC_ARTF_TRSH;
float IN_GLOW_SHOW_ARTF_MASK;
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float BLOOM_MIX;
float BLOOM_EYE_ADPT_SRT;
float BLOOM_EYE_INERTIA;
float BLOOM_SIZE;
float BLOOM_GAMMA;
float BLOOM_BYPASS;
float BLOOM_POWER;
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float BLOOM_OVER_WHITE;
float BLOOM_GAMMA_OUT;
float ALT_BLANK_STRENGTH;
float ALT_BLANK_PERIOD;
float DO_FXAA;
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float DO_SAT_BLEED;
float SAT_BLEED_SIZE_LEFT;
float SAT_BLEED_SIZE_RIGHT;
float SAT_BLEED_FALLOFF;
float SAT_BLEED_STRENGTH;
float SAT_BLEED_PAL;
float DO_NTSC_ARTIFACTS;
float NTSC_FILTER_WIDTH;
float NTSC_FILTER_SCF;
float NTSC_FILTER_FC;
float NTSC_MIX;
float NTSC_PHASE_SHIFT;
//float NTSC_DOT_CRAWL;
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float SCANLINE_FLICKERING ; //2
float SCANLINE_FLICKERING_POWER;
float SCANLINE_DISABLE_ON_INTERLACE;
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float SCANLINE_MINMAX_GAMMA;
float SCANLINE_SM_STRENGTH;
float SCANLINE_SM_TYPE;
float SCANLINE_SM_VOFFSET;
float SCANLINE_MIN;
float SCANLINE_MAX;
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float RGB_MASK_STRENGTH;
float DARKLINES_STRENGTH;
float GAMMA_OUT ; //1
float SATURATION;
float LUMINANCE;
float CONTRAST;
float BRIGHTNESS;
float TEMPERATURE;
float DO_CURVATURE;
float GEOM_WARP_X;
float GEOM_WARP_Y;
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float GEOM_CUT_EARS;
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float GEOM_CORNER_SIZE;
float GEOM_CORNER_SMOOTH;
float DO_BEZEL;
float BEZEL_R;
float BEZEL_G;
float BEZEL_B;
float BEZEL_CON;
float BEZEL_INNER_ZOOM;
float BEZEL_FRAME_ZOOM;
float BEZEL_USE_STRAIGHT;
float BEZEL_RFL_BLR_SHD;
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float BEZEL_RFL_ZOOM;
float BEZEL_REFL_STRENGTH;
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float BEZEL_DIFFUSION_STR;
float BEZEL_SPCL_STRENGTH;
float BEZEL_ROUGHNESS;
float BEZEL_CORNER_DARK;
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float DO_SPOT;
float S_POSITION;
float S_SIZE;
float S_POWER;
float DO_VIGNETTE;
float V_SIZE;
float V_POWER;
float DO_DYNZOOM;
float DYNZOOM_FACTOR;
float DO_AMBILIGHT;
float AMBI_FALLOFF;
float AMBI_POWER;
float AMBI_OVER_BEZEL;
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float AMBI_OVER_BEZEL_SIZE;
float AMBI_STEPS;
float AMBI_BG_IMAGE_BLEND_MODE;
float AMBI_BG_IMAGE_FORCE;
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float ASPECT_X;
float ASPECT_Y;
float DO_BG_IMAGE;
float BG_IMAGE_OVER;
float BG_IMAGE_OFFY;
float BG_IMAGE_OFFX;
float BG_IMAGE_ZOOM;
float BG_IMAGE_ROTATION;
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float BG_IMAGE_NIGHTIFY;
float BG_IMAGE_WRAP_MODE;
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float DO_SHIFT_RGB;
float SHIFT_R;
float SHIFT_G;
float SHIFT_B;
float OFFSET_STRENGTH;
float DO_GLOBAL_SHZO;
float GLOBAL_ZOOM;
float GLOBAL_OFFX;
float GLOBAL_OFFY;
float DO_RF_NOISE;
float RF_NOISE_STRENGTH;
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float DO_GAME_GEOM_OVERRIDE;
float GAME_GEOM_INT_SCALE;
float GAME_GEOM_INT_SCALE_MAX;
float GAME_GEOM_ASPECT;
float GAME_GEOM_VSHIFT;
float GAME_GEOM_HSHIFT;
float GAME_GEOM_ZOOM;
float DO_TILT;
float TILT_X;
float TILT_Y;
float TILT_BEZEL_K;
float TILT_FOV;
float DO_BACKDROP;
float BACKDROP_OFFX;
float BACKDROP_OFFY;
float BACKDROP_ZOOM;
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} global;
// Color correction
#pragma parameter DO_CCORRECTION "★ Color corrections enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter LUMINANCE " Luminance push (>1.0=clip)" 0.0 0.0 1.5 0.05
#pragma parameter SATURATION " Saturation in (1.0=off)" 1.0 0.0 2.0 0.01
#pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter BRIGHTNESS " Brightness in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 10000.0 50.0
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#pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 4.0 0.01
#pragma parameter BLANK1 " " 0.0 0.0 1.0 1.0
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// FXAA
// Apply an antialiasing filter via FXAA from Nvidia.
#pragma parameter DO_FXAA "★ FXAA enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BLANK2 " " 0.0 0.0 1.0 1.0
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// NTSC color artifacting
#pragma parameter DO_NTSC_ARTIFACTS "★ CVBS: NTSC color artifacts enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter NTSC_FILTER_WIDTH " Filter width" 17.0 5.0 21.0 4.0
#pragma parameter NTSC_FILTER_SCF " Subcarrier Frequency" 5.30 0.0 10.0 0.01
#pragma parameter NTSC_FILTER_FC " Frequency cutoff" 2.5 0.0 10.0 0.1
#pragma parameter NTSC_PHASE_SHIFT " Phase shift" 0.0 0.0 1.0 1.0
#pragma parameter NTSC_MIX " Strength" 0.5 0.0 3.0 0.1
#pragma parameter BLANK3 " " 0.0 0.0 1.0 1.0
// RF Noise
#pragma parameter DO_RF_NOISE "★ RF Noise enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter RF_NOISE_STRENGTH " Strength" 0.05 0.0 1.0 0.005
#pragma parameter BLANK4 " " 0.0 0.0 1.0 1.0
// YIQ/YUV bandwidth limited chroma bleeding and NTSC color artifacts.
#pragma parameter DO_SAT_BLEED "★ CVBS: Bandwidth limited chroma enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_PAL " Use PAL colorspace, not NTSC" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_STRENGTH " Strength" 1.0 0.0 5.0 0.01
#pragma parameter SAT_BLEED_SIZE_LEFT " Size Left" 5.0 1.0 40.0 1.0
#pragma parameter SAT_BLEED_SIZE_RIGHT " Size Right" 5.0 1.0 40.0 1.0
#pragma parameter SAT_BLEED_FALLOFF " Falloff" 1.7 1.0 2.0 0.01
#pragma parameter BLANK5 " " 0.0 0.0 1.0 1.0
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//Offset RGB
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#pragma parameter DO_SHIFT_RGB "★ Deconvergence enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter OFFSET_STRENGTH " Strength" 0.6 0.0 1.0 0.05
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#pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1
#pragma parameter SHIFT_G " Green offset" 2.0 -210.0 189.0 1
#pragma parameter SHIFT_B " Blue offset" 40.0 -210.0 189.0 1
#pragma parameter BLANK6 " " 0.0 0.0 1.0 1.0
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// Input Blur / light glowing
#pragma parameter DO_IN_GLOW "★ Glow/Blur enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter IN_GLOW_POWER " Input signal strength" 1.0 0.0 5.0 0.05
#pragma parameter IN_GLOW_GAMMA " Input gamma, the higher, the less glow on dark colors" 1.0 1.0 10.0 0.1
#pragma parameter IN_GLOW_SPREAD " Glow spread amount" 0.6 0.0 4.0 0.05
#pragma parameter IN_GLOW_W " Sharpness X (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05
#pragma parameter IN_GLOW_H " Sharpness Y (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05
#pragma parameter IN_GLOW_BIAS " Glow to blur bias" 1.0 0.0 1.0 0.05
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#pragma parameter IN_GLOW_NTSC_ARTF_MULT " Blur NTSC artifacts more" 0.0 0.0 8.0 0.01
#pragma parameter IN_GLOW_NTSC_ARTF_TRSH " Blur less NTSC artifacts (min treshold)" 1.0 0.0 1.0 0.01
#pragma parameter IN_GLOW_SHOW_ARTF_MASK " Show NTSC artifacts mask (debug)" 0.0 0.0 1.0 1.0
#pragma parameter BLANK7 " " 0.0 0.0 1.0 1.0
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// Mask
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#pragma parameter DO_VMASK_AND_DARKLINES "★ Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter MASK_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.05
#pragma parameter VMASK_DARKLINE_SCALE " (HiDPI) Vmask and Darklines multiplier" 1.0 1.0 4.0 1.0
#pragma parameter RGB_MASK_STRENGTH " RGB Mask Strength (0.0 to disable)" 0.75 0.0 1.0 0.05
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#pragma parameter VMASK_USE_GM " . Use LoDPI Green,Magenta -> RGB" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_GAP " . Horizontal Gap between triads" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_USE_DUMB " . Just draw gap" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
#pragma parameter DARKLINES_STRENGTH " Darklines strength (0.0 to disable)" 0.65 0.0 1.0 0.05
#pragma parameter DARKLINES_VOFFSET " . Offset" 1.0 0.0 1.0 1.0
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#pragma parameter DARKLINES_PERIOD " . Height" 2.0 2.0 16.0 1.0
#pragma parameter DRKLN_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
#pragma parameter BLANK9 " " 0.0 0.0 1.0 1.0
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// Halo
#pragma parameter DO_HALO "★ Halo enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter HALO_POWER " Strength" 0.9 0.0 5.0 0.025
#pragma parameter HALO_W " Sharpness, horizontal" 1.75 0.35 7.0 0.05
#pragma parameter HALO_H " Sharpness, Vertical" 1.75 0.35 7.0 0.05
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#pragma parameter HALO_GAMMA " Gamma, the higher, the less the halo on dark colors" 2.0 1.0 10.0 0.1
#pragma parameter HALO_VS_SCAN " Light up scanlines gaps too" 0.0 0.0 1.0 0.1
#pragma parameter BLANK10 " " 0.0 0.0 1.0 1.0
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// Scanlines
#pragma parameter DO_SCANLINES "★ Scanlines enable? ==>" 0.0 0.0 1.0 1.0
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#pragma parameter SCANLINE_MIN " Minimum height" 1.0 0.01 1.0 0.01
#pragma parameter SCANLINE_MAX " Maximum height" 0.5 0.05 1.0 0.01
#pragma parameter SCANLINE_MINMAX_GAMMA " Min->Max inertia" 1.0 0.0 4.0 0.1
#pragma parameter SCANLINE_DARK " Gap brightness" 0.0 -0.5 1.0 0.05
#pragma parameter SCANLINES_BLEEDING " Scanlines bleeding" 0.0 0.0 3.0 0.05
#pragma parameter SCANLINE_FLICKERING " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0
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#pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.25 0.0 8.0 0.01
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#pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 0.0 0.0 1.0 1.0
#pragma parameter BLANK11 " " 0.0 0.0 1.0 1.0
#pragma parameter SCANLINE_SM_TYPE " Slotmask type (disable (0) with darklines!)" 0.0 0.0 3.0 1.0
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#pragma parameter SCANLINE_SM_STRENGTH " . Slotmask strength" 1.0 0.0 1.0 0.05
#pragma parameter SCANLINE_SM_VOFFSET " . Offset (type 1 only)" 45.0 0.0 158.0 1.0
#pragma parameter BLANK12 " " 0.0 0.0 1.0 1.0
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// Bloom
#pragma parameter DO_BLOOM "★ Bloom enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BLOOM_MIX " Final mix, (0.0=off)" 0.45 0.0 1.0 0.01
#pragma parameter BLOOM_SIZE " Radius" 4.0 0.25 30.0 0.25
#pragma parameter BLOOM_QUALITY " Quality: more is better but slower" 1.0 1.0 8.0 1.0
#pragma parameter BLOOM_GAMMA " Gamma in (threshold)" 8.0 1.0 10.0 0.5
#pragma parameter BLOOM_GAMMA_OUT " Gamma out (contour smoothness)" 1.0 0.1 10.0 0.1
#pragma parameter BLOOM_POWER " Power multiplier" 1.20 1.0 20.0 0.05
#pragma parameter BLOOM_EYE_ADPT_SRT " Modulate: Local exposure eye adaption strength" 0.45 0.0 10.0 0.05
#pragma parameter BLOOM_EYE_INERTIA " Modulate: Time before eye adaption starts" 1500 10.0 10000 50.0
#pragma parameter BLOOM_OVER_WHITE " Modulate: Strength on bright areas (0 = aura)" 0.5 0.0 1.0 0.05
#pragma parameter BLOOM_BYPASS " Bypass/Solo (1=Unmodulated, 2=Modulated)" 0.0 0.0 2.0 1.0
#pragma parameter BLANK13 " " 0.0 0.0 1.0 1.0
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//Curvature parameters:
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#pragma parameter DO_CURVATURE "★ Curvature/Border enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter GEOM_WARP_X " Warp X" 0.3 0.0 6.0 0.025
#pragma parameter GEOM_WARP_Y " Warp Y" 0.0 0.0 6.0 0.025
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#pragma parameter GEOM_CUT_EARS " Cut curvature ears" 1.4 1.0 10.0 0.01
#pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.005 0.005 0.1 0.001
#pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 15.0 1000.0 1.0
#pragma parameter BLANK14 " " 0.0 0.0 1.0 1.0
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//Bezel related
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#pragma parameter DO_BEZEL "★ Bezel enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BEZEL_USE_STRAIGHT " Straight" 0.0 0.0 1.0 1.0
#pragma parameter BEZEL_INNER_ZOOM " Inner zoom (ignored if integer scaled)" -0.18 -1.5 0.5 0.005
#pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.005
#pragma parameter BEZEL_R " Color: Red" -0.3 -1.0 1.0 0.005
#pragma parameter BEZEL_G " Color: Green" -0.3 -1.0 1.0 0.005
#pragma parameter BEZEL_B " Color: Blue" -0.3 -1.0 1.0 0.005
#pragma parameter BEZEL_CON " Contrast" 1.3 0.0 10.0 0.01
#pragma parameter BEZEL_RFL_ZOOM " Reflections zoom" 0.0 -1.5 0.5 0.005
#pragma parameter BEZEL_REFL_STRENGTH " Reflections strength" 0.5 0.0 1.0 0.01
#pragma parameter BEZEL_RFL_BLR_SHD " Reflections sharpness" -0.0 -0.5 1.0 0.01
#pragma parameter BEZEL_ROUGHNESS " Reflections roughness" 1.0 0.0 5.0 0.1
#pragma parameter BEZEL_DIFFUSION_STR " Diffusion strength" 0.0 0.0 1.0 0.01
#pragma parameter BEZEL_SPCL_STRENGTH " Specularity strength" 0.5 0.0 3.0 0.05
#pragma parameter BEZEL_CORNER_DARK " Darken corners" 0.8 0.0 1.0 0.05
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#pragma parameter BLANK15 " " 0.0 0.0 1.0 1.0
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//Background Image
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#pragma parameter DO_BG_IMAGE "★ Back/Foreground image enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING1 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter BG_IMAGE_OVER " Image over content (alpha channel driven)?" 0.0 0.0 1.0 1.0
#pragma parameter BG_IMAGE_OFFX " Shift Image over X axis" 0.0 -1.0 1.0 0.0005
#pragma parameter BG_IMAGE_OFFY " Shift Image over Y axis" 0.0 -1.0 1.0 0.0005
#pragma parameter BG_IMAGE_ZOOM " Zoom Image" 1.0 -1.0 3.0 0.0005
#pragma parameter BG_IMAGE_ROTATION " Rotate image mode (-1 for auto)" -1.0 -1.0 2.0 1.0
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#pragma parameter BG_IMAGE_NIGHTIFY " Nightify image" 0.0 0.0 1.0 0.1
#pragma parameter BG_IMAGE_WRAP_MODE " Wrap mode: default, clamp to border, edge, repeat" 0.0 0.0 3.0 1.0
#pragma parameter BLANK16 " " 0.0 0.0 1.0 1.0
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//Backdrop image
#pragma parameter DO_BACKDROP "★ Backdrop mirrored image enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BACKDROP_OFFX " Shift backdrop over X axis" 0.0 -1.0 1.0 0.0005
#pragma parameter BACKDROP_OFFY " Shift backdrop over X axis" 0.0 -1.0 1.0 0.0005
#pragma parameter BACKDROP_ZOOM " Zoom backdrop" 1.0 -1.0 3.0 0.0005
#pragma parameter BLANK161 " " 0.0 0.0 1.0 1.0
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//Back leds
//Emulates leds under the monitor frame that slowly reacts to image contents
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#pragma parameter DO_AMBILIGHT "★ Ambient light leds enable? ==> " 1.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING3 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter AMBI_STEPS " Slowness" 60.0 5.0 1000.0 5.0
#pragma parameter AMBI_FALLOFF " Light Falloff" 0.7 0.1 3.0 0.01
#pragma parameter AMBI_POWER " Led power" 1.5 0.0 7.0 0.05
#pragma parameter AMBI_OVER_BEZEL " Colorize Bezel" 0.5 0.0 5.0 0.05
#pragma parameter AMBI_OVER_BEZEL_SIZE " Colorization size" 0.15 0.0 0.5 0.001
#pragma parameter AMBI_BG_IMAGE_BLEND_MODE " Back/Foreground image alpha blend (0=mix, 1/check=add)" 0.0 0.0 1.0 1.0
#pragma parameter AMBI_BG_IMAGE_FORCE " Always colorize Back/Foreground image (add mode only) " 0.0 0.0 1.0 0.1
#pragma parameter BLANK17 " " 0.0 0.0 1.0 1.0
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//Full screen glowing
//Modulate the image zooming depending on the image luminosity.
//You can lower the effect power through the DYNZOOM_FACTOR parameter.
#pragma parameter DO_DYNZOOM "★ Luminosity dependant zoom enable? ==>" 1.0 0.0 1.0 1.0
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#pragma parameter LABEL_WARNING6 "⚠ Enabling this feature overrides integer scale" 1.0 1.0 1.0 1.0
#pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 15.0 120.0 0.5
#pragma parameter BLANK18 " " 0.0 0.0 1.0 1.0
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//Vignette and spot
#pragma parameter DO_VIGNETTE "★ Vignette enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter V_SIZE " Size" 1.7 0.0 5.0 0.05
#pragma parameter V_POWER " Power" 1.1 0.05 2.0 0.01
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#pragma parameter DO_SPOT "★ Spot enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter S_POSITION " Position" 0.0 -420.0 378.0 1
#pragma parameter S_SIZE " Size" 0.4 0.0 1.0 0.01
#pragma parameter S_POWER " Power" 0.1 0.05 2.0 0.01
#pragma parameter BLANK19 " " 0.0 0.0 1.0 1.0
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//Global Zoom/Offset
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#pragma parameter DO_GLOBAL_SHZO "★ Global shift/zoom enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter GLOBAL_OFFX " X axis shift " 0.0 -1.0 1.0 0.0005
#pragma parameter GLOBAL_OFFY " Y axis shift " 0.0 -1.0 1.0 0.0005
#pragma parameter GLOBAL_ZOOM " Zoom" 2.0 0.0 3.0 0.0005
#pragma parameter BLANK21 " " 0.0 0.0 1.0 1.0
//Aspect Ratio
#pragma parameter label_ar "★ Aspect Ratio " 0.0 0.0 1.0 1.0
#pragma parameter ASPECT_X " Aspect Ratio Numerator (<=0 for a preset)" 0.0 -6.0 256. 1.0
#pragma parameter ASPECT_Y " Aspect Ratio Denominator" 3.0 0.0 256. 1.0
#pragma parameter BLANK22 " " 0.0 0.0 1.0 1.0
#pragma parameter label_aspect_presets " Presets reference list:" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset0 " (0 = MAME 1.33)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset1 " (-1 = NTSC 1.5)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset2 " (-2 = PAL 1.25)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset3 " (-3 = Snes 8/7)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset4 " (-4 = Megadrive 10/7)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset5 " (-5 = Uncorrected)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset6 " (-6 = MAME rotated/TATE 0.75)" 0.0 0.0 0.0 1.0
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#pragma parameter BLANK23 " " 0.0 0.0 1.0 1.0
//Content geomerty overrides
#pragma parameter DO_GAME_GEOM_OVERRIDE "★ Override content geometry enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter GAME_GEOM_INT_SCALE " Integer scale (disables inner zoom)" 0.0 0.0 1.0 1.0
#pragma parameter GAME_GEOM_INT_SCALE_MAX " Maximum integer scale" 10.0 1.0 100.0 1.0
#pragma parameter LABEL_WARNING4 " ⚠ The following will override integer scale ⚠" 1.0 1.0 1.0 1.0
#pragma parameter GAME_GEOM_ASPECT " Aspect (0 = unchanged)" 0.0 0.0 3.0 0.005
#pragma parameter GAME_GEOM_VSHIFT " Vertical position" 0.0 -10.0 10.0 0.01
#pragma parameter GAME_GEOM_HSHIFT " Horizontal position" 0.0 -10.0 10.0 0.01
#pragma parameter GAME_GEOM_ZOOM " Zoom" 1.0 0.0 2.0 0.01
#pragma parameter BLANK20 " " 0.0 0.0 1.0 1.0
//Tilt
#pragma parameter DO_TILT "★ Tilt enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter TILT_X " Tilt along X axis" 0.0 -0.5 0.5 0.01
#pragma parameter TILT_Y " Tilt along Y axis" 0.0 -0.5 0.5 0.01
#pragma parameter TILT_FOV " Fov" 0.7 0.1 1.5 0.05
#pragma parameter TILT_BEZEL_K " Bezel multiplier" 1.0 0.0 1.5 0.01
#pragma parameter BLANK_01 " " 0.0 0.0 1.0 1.0
// Alternative blanking, needs to be statically enabled, see docs.md.
#pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter label_alt_blank " !THIS FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 0.0 1.0
#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 -1.0 1.0 0.1
#pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 1.0 30.0 1.0
#pragma parameter BLANK_02 " " 0.0 0.0 1.0 1.0
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#include "config.globals.inc"