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238 lines
10 KiB
Markdown
238 lines
10 KiB
Markdown
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**koko-aio-slang parameters documentation**
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**Shift RGB components:**
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Shift R,G,B components separately to mimic chroma
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dephasing and color aberrations.
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By varying Red, Green and Blue offsets, the relative component will be
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shifted column by column, row by row.
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**Saturated color bleeding:**
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Will cause an horizontal chroma bleed which cheaply mimics the effect of
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poor composite video signals.
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It can be used with RGB shifting and image blurring to give the picture
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an ntsc look without dealing with specific encoding/decoding stuffs.
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**Color corrections:**
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Modify luminance, saturation, contrast, brightness and color temperature of the
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"input" signal.
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Gamma correction is applied to the final processed picture.
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**FXAA:**
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Apply the well known antialiasing effect by Nvidia.
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Use it if you don't want to blur the image and you still don't like
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jagged or too much pixelated images.
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**Scanlines:**
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Emulate CRT scanlines.
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Scanlines gap brightness:
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controls how "little" they will look pronunced.
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You can even use a negative value to make the scanline more evident,
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but graphical glitches may occour.
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Scanlines gap brightness:
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Controls how much the gap between scanlines is dark
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Compensate brightness loss:
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Will make scanlines brighter, where possible, to compensate for the loss of brightness
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gicen by the dark gap between them.
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Scanlines bleeding:
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will cause the scanline itself to light the scanline gap (dark) part.
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You may use it to keep a good brightness overrall picture level.
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Interlace flicker:
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Emulates the flickerin issues present on crt interlaced screens
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where the brighter lines flickers wien they are near dark ones.
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You can choose to produce the flickering: never, always or only
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when the input picture is considered interlaced.
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The threshold for that is defined in config.inc
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with the parameter: MIN\_LINES\_INTERLACED.
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Disable on interlaced screen:
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You can choose to completely disable scanline emulation when
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the input picture is considered interlaced.
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**Input power/glowing:**
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Emulate the CRT glowing "feature", so that the brighter areas of
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the image will light their surroundings.
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Input signal glow strength:
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The input signal gain
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Sharpness:
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How much the glow will "spread".
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When pushed to its maximum value, no blurring will occour.
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Gamma:
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Controls how much the signal has to be bright to produce the glow.
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Post gain:
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This will cause the glowed image to be added to the input signal.
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This allows to emulate glow and haloing in a single pass.
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However the haloing should be applied after the mask emulation.
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Likely to be removed in a future release.
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**RGB Masks and/or Darklines:**
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Emulates CRT RGB phosphors (RGB Mask),
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slotmasks and aperturegrille (Darklines).
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(HiDPI) Vmask and Darklines multiplier:
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This shader is tuned for 1080p, but ff you have an HiDPI display
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you may want to scale this filter by a factor.
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Vmask Strength:
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How much will the RGB mask be visible.
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RGB Mask: (LoDPI) Green,Magenta -> BGR:
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By exploiting common monitors RGB subpixel order, this causes
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the RGB mask, to be emulated by using just 2 pixels instead of 3.
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Very useful for 1080p (or lower) displays and to keep more brightness.
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RGB Mask: Horizontal Gap between triads:
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In real displays rgb triads are separated by a black space.
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You can emulate it by turning this feature on.
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RGB Mask: affect bright colors:
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Emulating RGB masks will lower the resulting image brightness and you
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just cant push input signal brightness without "burning" the signal.
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By using this option, the RGB mask will be less evident on brighter
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colors. However, since this will make the image to look somehow "dull",
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it is advised to use the "Halo" feature instead (see later).
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Darklines: strength:
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How much will the horizontal darklines be visible.
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Darklines: offset by triads:
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When drawing "straight" horizontal darklines, you can emulate CRT aperture grille.
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But if you want slotmasks instead, you need to vertically
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offset them every RGB triad.
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Darklines: period (triad height):
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Basically tells the shader how much a triad has to be high.
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Darklines: affect bright colors:
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See "RGB Mask: affect bright colors"
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**Halo:**
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Emulates the effect of the brighter pixels reflected by the CRT glass
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that lights nearby zones (a sort of tight bloom).
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The light is meant to be spreaded in a way that it nulls the effect of the
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dark scanline parts, darklines and the RGB masks.
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So you can use this to restore the brightness and color saturation
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loss when using features like scanlines, darklines or RGB masks.
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**Bloom:**
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Acts like Halo, but affects a much wider area and is more configurable.
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By using this effect and playing with its parameters, you can achieve funny
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or even artistic results.
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Final mix:
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Modulates between the original images and the bloomed one.
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Radius:
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Controls how much the bloom has to be wide.
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Quality:
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How much the shape of the bloomed picture will reflect the original one.
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Input Gamma:
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Use this as a threshold to control how much a pixel has to be bright
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to produce a bloom effect.
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Power multiplier:
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Just apply a gain to the final bloom.
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Output Gamma:
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Play with it.
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Strength on bright areas:
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Since the light produced by the bloom effect is added to the underlying
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image, it can produce burn effects on the already bright areas.
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This is actually an hack that will avoid to bloom them.
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Don't use too low values.
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Bypass:
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See how the bloomed image looks alone.
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**Curvature:**
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Emulates a curved CRT display.
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WARP X, WARP Y:
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control how much the display is curved along its axes.
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Corner radius, Corner sharpness:
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Control the "smoothness" of the display corners.
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**Bezel:**
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Draws a monitor frame with simulated reflections from the game content.
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The monitor frame is an image loaded by the shader and is shipped
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in the "textures" shader subdirectory, named "monitor\_body.png"
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It has been made with the following rules that may come handy
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only if you want to edit it; otherwise go on.
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- The red channel represents the luminance information
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- The green channel represents the highlights
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- The alpha channel in the inner frame represents the part of the bezel
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that will be filled by the game content
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- The blue channel represents the part of the bezel that will be filled by the game reflection.
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Bezel color (red,green,blue) and contrast:
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Allows to choose the color of the monitor frame.
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Image zoom:
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Allows to shrink or expand the game content to fit the monitor frame.
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Frame zoom:
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Allows to shrink or expand the monitor frame to fit the game content.
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Image Border:
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Draws a black border around the game content.
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**Backgound image:**
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Draws an image on screen picked from the "textures" shader subdirectory,
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named: background.png<br>
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**-> It is needed that you set retroarch aspect to "Full" <-**
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( Settings, Video, Scaling, Aspect Ratio = Full )
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The image is painted "under" the game content and under the monitor frame by
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default, and his alpha channel will let you see ambient lighs (see next).
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Image over content (alpha channel driven)?:
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...however you can paint the image over the game content and over the
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monitor frame itself by selecting this option.
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If you do so, the alpha channel of the background image will be used to
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let you view the underlying content.
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**Ambient light leds:**
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Emulates the presence of led strips under the monitor that lights the
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surroundings according to the edges of the game content.
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-**\> It is needed that you set retroarch aspect to "Full" <-**
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( Settings, Video, Scaling, Aspect Ratio = Full )
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Slowness:
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How much will the leds will take to reflect the game content.
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It may sound silly to make them slow, but if they reacts too fast,
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they may distract you.
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Keep in mynd that there is a scene detection logic that will make them
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react as fast as possible when a scene change is detected.
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Light Falloff:
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How wide is the area illuminated.
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Led power:
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Leds post gain.
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Note: To avoid burn-in effects, keep Light Falloff + Led power < 1.4
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**Aspect Ratio:**
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When using effects that need Retroarch aspect ratio option
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to be set to "full", you have to provide the source aspect
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ratio to the shader.
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Aspect Ratio Numerator:
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Setting non positive value here will switch to a predefined
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aspect ratio from the following list:
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0 = 1.33 MAME
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-1 = 1.55 NTSC
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-2 = 1.25 PAL
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-3 = 8/7 Snes
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-4 = 10/7 Megadrive
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-5 = Uncorrected
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Aspect Ratio Denominator:
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As long as Aspect Ratio Numerator is positive, this will
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be used as the denominator of the fraction.
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**Luminosity dependant zoom:**
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On older CRT monitors, the picture gets bigger when the image was brighter.
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**Vignette:**
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Will cause uneven brightness of the image, more at the center,
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less at the edges.
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**Spot:**
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Simulates external light reflected by the monitor glass.
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**Alternate line blanking:**
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CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
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This emmulates the low pixel persistance of CRT monitors
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and reduces the motion blur, typical of LCD displays, by blanking even/odd
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screen lines on even/odd frames, by sacrificing image brightness, ofc.
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Frame insertion strength:
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How much the line will be blanked.
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Dark lines period:
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You can blank single line or a group of them at once.
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See what performs better on your display.
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