Merge pull request #310 from HyperspaceMadness/master

Mega Bezel V1.4.1_2022-09-26
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hizzlekizzle 2022-09-26 21:15:56 -05:00 committed by GitHub
commit 1efa98e57a
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178 changed files with 15286 additions and 6374 deletions

View file

@ -1,4 +1,4 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,181 +54,184 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear33 = false
srgb_framebuffer33 = true
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
shader34 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear34 = false
srgb_framebuffer34 = true
shader35 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
shader35 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
filter_linear35 = false
srgb_framebuffer35 = true
// Easymode's Shader!
shader36 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear36 = true
scale_type36 = viewport
float_framebuffer36 = true
shader36 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
filter_linear36 = false
srgb_framebuffer36 = true
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
// Easymode's Shader!
shader37 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
shader38 = ../../shaders/base/post-crt-prep-glass.slang
alias38 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
shader39 = ../../shaders/base/linearize-crt.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
// scale_x39 = 480
// scale_y39 = 270
// scale_x39 = 960
// scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
alias39 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input40 = true
filter_linear40 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
shader41 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
alias41 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
scale_x42 = 128
scale_y42 = 128
alias42 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
alias43 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection-glass.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
shader44 = ../../shaders/base/reflection-glass.slang
scale_type44 = viewport
alias44 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -290,6 +293,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -363,4 +370,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 42
shaders = 43
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,173 +54,176 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
filter_linear34 = true
shader34 = ../../shaders/base/delinearize.slang
shader35 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
filter_linear35 = true
g_sat = 0.15
shader35 = ../../shaders/base/post-crt-prep-glass.slang
alias35 = "MBZ_PostCRTPass"
shader36 = ../../shaders/base/post-crt-prep-glass.slang
alias36 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input38 = true
filter_linear38 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader41 = ../../shaders/base/reflection-glass.slang
scale_type41 = viewport
alias41 = "BR_CRTAndReflectionPass"
shader42 = ../../shaders/base/reflection-glass.slang
scale_type42 = viewport
alias42 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -282,6 +285,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -352,4 +359,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 49
shaders = 50
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,231 +54,234 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type_x35 = viewport
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = Pass1
alias35 = "LinearizePass"
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 640.0
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-deconvergence.slang
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-glass.slang
alias42 = "MBZ_PostCRTPass"
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-glass.slang
alias43 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader43 = ../../shaders/base/linearize-crt.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
// scale_x43 = 480
// scale_y43 = 270
// scale_x43 = 960
// scale_y43 = 540
scale_x43 = 800
scale_y43 = 600
alias43 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader44 = ../../shaders/base/blur-outside-screen-horiz.slang
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear45 = true
alias45 = "BR_MirrorBlurredPass"
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 128
scale_y46 = 128
alias46 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 12
scale_y47 = 12
alias47 = "BR_MirrorFullscreenGlowPass"
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader48 = ../../shaders/base/reflection-glass.slang
scale_type48 = viewport
alias48 = "BR_CRTAndReflectionPass"
shader49 = ../../shaders/base/reflection-glass.slang
scale_type49 = viewport
alias49 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -340,6 +343,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -410,6 +417,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// NTSC Parameters

View file

@ -1,4 +1,4 @@
shaders = 46
shaders = 47
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,210 +54,213 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = source
scale_y33 = 1.0
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = absolute
scale_y34 = 600.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = GlowPass
shader35 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_vertical.slang
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
scale_type_x36 = source
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
alias36 = BloomPass
shader37 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear37 = true
float_framebuffer37 = true
scale_type37 = viewport
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-deconvergence.slang
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
shader39 = ../../shaders/base/post-crt-prep-glass.slang
alias39 = "MBZ_PostCRTPass"
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-glass.slang
alias40 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader40 = ../../shaders/base/linearize-crt.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
// scale_x40 = 480
// scale_y40 = 270
// scale_x40 = 960
// scale_y40 = 540
scale_x40 = 800
scale_y40 = 600
alias40 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-horiz.slang
shader41 = ../../shaders/base/linearize-crt.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
// scale_x41 = 480
// scale_y41 = 270
// scale_x41 = 960
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear42 = true
alias42 = "BR_MirrorBlurredPass"
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 128
scale_y43 = 128
alias43 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 12
scale_y44 = 12
alias44 = "BR_MirrorFullscreenGlowPass"
scale_x44 = 128
scale_y44 = 128
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader45 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader45 = ../../shaders/base/reflection-glass.slang
scale_type45 = viewport
alias45 = "BR_CRTAndReflectionPass"
shader46 = ../../shaders/base/reflection-glass.slang
scale_type46 = viewport
alias46 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -319,6 +322,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -389,4 +396,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 42
shaders = 43
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,170 +54,173 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear34 = "false"
scale_type34 = "viewport"
scale34 = "1.0"
shader34 = ../../shaders/base/delinearize.slang
shader35 = ../../shaders/base/post-crt-prep-glass.slang
alias35 = "MBZ_PostCRTPass"
shader35 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear35 = "false"
scale_type35 = "viewport"
scale35 = "1.0"
shader36 = ../../shaders/base/post-crt-prep-glass.slang
alias36 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input38 = true
filter_linear38 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader41 = ../../shaders/base/reflection-glass.slang
scale_type41 = viewport
alias41 = "BR_CRTAndReflectionPass"
shader42 = ../../shaders/base/reflection-glass.slang
scale_type42 = viewport
alias42 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -279,6 +282,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -349,4 +356,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 45
shaders = 46
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,202 +54,207 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader35 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear35 = "false"
scale_type35 = "source"
scale35 = "1.0"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = "SourceSDR"
shader36 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader36 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear36 = "false"
scale_type36 = "source"
scale36 = "1.0"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = "SourceHDR"
alias36 = "SourceSDR"
float_framebuffer36 = "true"
shader37 = "../../shaders/megatron/crt-sony-megatron.slang"
shader37 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear37 = "false"
scale_type37 = "source"
scale37 = "1.0"
wrap_mode37 = "clamp_to_border"
mipmap_input37 = "false"
alias37 = ""
float_framebuffer37 = "false"
srgb_framebuffer37 = "false"
scale_type37 = "viewport"
alias37 = "SourceHDR"
float_framebuffer37 = "true"
shader38 = ../../shaders/base/post-crt-prep-glass.slang
alias38 = "MBZ_PostCRTPass"
shader38 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
shader39 = ../../shaders/base/post-crt-prep-glass.slang
alias39 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader39 = ../../shaders/base/linearize-crt.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
// scale_x39 = 480
// scale_y39 = 270
// scale_x39 = 960
// scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
alias39 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-horiz.slang
shader40 = ../../shaders/base/linearize-crt.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
// scale_x40 = 480
// scale_y40 = 270
// scale_x40 = 960
// scale_y40 = 540
scale_x40 = 800
scale_y40 = 600
alias40 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input41 = true
filter_linear41 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
alias41 = "BR_MirrorBlurredPass"
shader42 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear42 = true
alias42 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 128
scale_y42 = 128
alias42 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
alias43 = "BR_MirrorFullscreenGlowPass"
scale_x43 = 128
scale_y43 = 128
alias43 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 12
scale_y44 = 12
alias44 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader44 = ../../shaders/base/reflection-glass.slang
scale_type44 = viewport
alias44 = "BR_CRTAndReflectionPass"
shader45 = ../../shaders/base/reflection-glass.slang
scale_type45 = viewport
alias45 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -311,6 +316,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -381,6 +390,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor

View file

@ -1,4 +1,4 @@
shaders = 43
shaders = 44
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,190 +54,195 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader33 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear33 = "false"
scale_type33 = "source"
scale33 = "1.0"
wrap_mode33 = "clamp_to_border"
mipmap_input33 = "false"
alias33 = "SourceSDR"
shader34 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader34 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear34 = "false"
scale_type34 = "source"
scale34 = "1.0"
wrap_mode34 = "clamp_to_border"
mipmap_input34 = "false"
alias34 = "SourceHDR"
alias34 = "SourceSDR"
float_framebuffer34 = "true"
shader35 = "../../shaders/megatron/crt-sony-megatron.slang"
shader35 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear35 = "false"
scale_type35 = "source"
scale35 = "1.0"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = ""
float_framebuffer35 = "false"
srgb_framebuffer35 = "false"
scale_type35 = "viewport"
alias35 = "SourceHDR"
float_framebuffer35 = "true"
shader36 = ../../shaders/base/post-crt-prep-glass.slang
alias36 = "MBZ_PostCRTPass"
shader36 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection-glass.slang
scale_type42 = viewport
alias42 = "BR_CRTAndReflectionPass"
shader43 = ../../shaders/base/reflection-glass.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -299,6 +304,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -369,6 +378,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor

View file

@ -1,4 +1,4 @@
shaders = 46
shaders = 47
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,197 +54,200 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type_x35 = viewport
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = Pass1
alias35 = "LinearizePass"
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 640.0
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-deconvergence.slang
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias42 = "MBZ_PostCRTPass"
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias43 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader43 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersUnderCRTPass"
shader44 = ../../shaders/base/bezel-images-over-crt.slang
shader44 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersOverCRTPass"
alias44 = "BR_LayersUnderCRTPass"
shader45 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader45 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type45 = viewport
alias45 = "CombinePass"
shader46 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type46 = viewport
alias46 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -306,6 +309,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -340,6 +347,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// NTSC Parameters

View file

@ -1,4 +1,4 @@
shaders = 43
shaders = 44
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,176 +54,179 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = source
scale_y33 = 1.0
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = absolute
scale_y34 = 600.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = GlowPass
shader35 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_vertical.slang
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
scale_type_x36 = source
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
alias36 = BloomPass
shader37 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear37 = true
float_framebuffer37 = true
scale_type37 = viewport
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias39 = "MBZ_PostCRTPass"
shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias40 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader40 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear40 = true
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_LayersUnderCRTPass"
shader41 = ../../shaders/base/bezel-images-over-crt.slang
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersOverCRTPass"
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader42 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type42 = viewport
alias42 = "CombinePass"
shader43 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type43 = viewport
alias43 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -285,6 +288,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -319,4 +326,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 42
shaders = 43
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,168 +54,173 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader35 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear35 = "false"
scale_type35 = "source"
scale35 = "1.0"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = "SourceSDR"
shader36 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader36 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear36 = "false"
scale_type36 = "source"
scale36 = "1.0"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = "SourceHDR"
alias36 = "SourceSDR"
float_framebuffer36 = "true"
shader37 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader37 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear37 = "false"
scale_type37 = "source"
scale37 = "1.0"
wrap_mode37 = "clamp_to_border"
mipmap_input37 = "false"
alias37 = ""
float_framebuffer37 = "false"
srgb_framebuffer37 = "false"
scale_type37 = "viewport"
alias37 = "SourceHDR"
float_framebuffer37 = "true"
shader38 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias38 = "MBZ_PostCRTPass"
shader38 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias39 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader39 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersUnderCRTPass"
shader40 = ../../shaders/base/bezel-images-over-crt.slang
shader40 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear40 = true
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_LayersOverCRTPass"
alias40 = "BR_LayersUnderCRTPass"
shader41 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader41 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type41 = viewport
alias41 = "CombinePass"
shader42 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type42 = viewport
alias42 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -277,6 +282,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -311,6 +320,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor

View file

@ -1,4 +1,4 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,156 +54,161 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader33 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear33 = "false"
scale_type33 = "source"
scale33 = "1.0"
wrap_mode33 = "clamp_to_border"
mipmap_input33 = "false"
alias33 = "SourceSDR"
shader34 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader34 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear34 = "false"
scale_type34 = "source"
scale34 = "1.0"
wrap_mode34 = "clamp_to_border"
mipmap_input34 = "false"
alias34 = "SourceHDR"
alias34 = "SourceSDR"
float_framebuffer34 = "true"
shader35 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader35 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear35 = "false"
scale_type35 = "source"
scale35 = "1.0"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = ""
float_framebuffer35 = "false"
srgb_framebuffer35 = "false"
scale_type35 = "viewport"
alias35 = "SourceHDR"
float_framebuffer35 = "true"
shader36 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias36 = "MBZ_PostCRTPass"
shader36 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader37 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_LayersUnderCRTPass"
shader38 = ../../shaders/base/bezel-images-over-crt.slang
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersOverCRTPass"
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader39 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type39 = viewport
alias39 = "CombinePass"
shader40 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -265,6 +270,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -299,6 +308,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor

View file

@ -1,4 +1,4 @@
shaders = 52
shaders = 53
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,251 +54,254 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type_x35 = viewport
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = Pass1
alias35 = "LinearizePass"
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 640.0
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-deconvergence.slang
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-image-layers.slang
alias42 = "MBZ_PostCRTPass"
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader43 = ../../shaders/base/linearize-crt.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
// scale_x43 = 480
// scale_y43 = 270
// scale_x43 = 960
// scale_y43 = 540
scale_x43 = 800
scale_y43 = 600
alias43 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader44 = ../../shaders/base/blur-outside-screen-horiz.slang
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear45 = true
alias45 = "BR_MirrorBlurredPass"
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 128
scale_y46 = 128
alias46 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 12
scale_y47 = 12
alias47 = "BR_MirrorFullscreenGlowPass"
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader48 = ../../shaders/base/reflection.slang
scale_type48 = viewport
float_framebuffer48 = true
alias48 = "BR_CRTAndReflectionPass"
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader49 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear49 = true
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_LayersUnderCRTPass"
shader50 = ../../shaders/base/bezel-images-over-crt.slang
shader50 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear50 = true
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_LayersOverCRTPass"
alias50 = "BR_LayersUnderCRTPass"
shader51 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear51 = true
scale_type51 = viewport
float_framebuffer51 = true
alias51 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader51 = ../../shaders/base/combine-passes.slang
scale_type51 = viewport
alias51 = "CombinePass"
shader52 = ../../shaders/base/combine-passes.slang
scale_type52 = viewport
alias52 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -360,6 +363,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -394,6 +401,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// NTSC Parameters

View file

@ -1,4 +1,4 @@
shaders = 49
shaders = 50
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,230 +54,233 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = source
scale_y33 = 1.0
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = absolute
scale_y34 = 600.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = GlowPass
shader35 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_vertical.slang
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
scale_type_x36 = source
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
alias36 = BloomPass
shader37 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear37 = true
float_framebuffer37 = true
scale_type37 = viewport
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-deconvergence.slang
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
shader39 = ../../shaders/base/post-crt-prep-image-layers.slang
alias39 = "MBZ_PostCRTPass"
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-image-layers.slang
alias40 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader40 = ../../shaders/base/linearize-crt.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
// scale_x40 = 480
// scale_y40 = 270
// scale_x40 = 960
// scale_y40 = 540
scale_x40 = 800
scale_y40 = 600
alias40 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-horiz.slang
shader41 = ../../shaders/base/linearize-crt.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
// scale_x41 = 480
// scale_y41 = 270
// scale_x41 = 960
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear42 = true
alias42 = "BR_MirrorBlurredPass"
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 128
scale_y43 = 128
alias43 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 12
scale_y44 = 12
alias44 = "BR_MirrorFullscreenGlowPass"
scale_x44 = 128
scale_y44 = 128
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader45 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader45 = ../../shaders/base/reflection.slang
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_CRTAndReflectionPass"
shader46 = ../../shaders/base/reflection.slang
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader46 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear46 = true
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_LayersUnderCRTPass"
shader47 = ../../shaders/base/bezel-images-over-crt.slang
shader47 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear47 = true
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_LayersOverCRTPass"
alias47 = "BR_LayersUnderCRTPass"
shader48 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear48 = true
scale_type48 = viewport
float_framebuffer48 = true
alias48 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader48 = ../../shaders/base/combine-passes.slang
scale_type48 = viewport
alias48 = "CombinePass"
shader49 = ../../shaders/base/combine-passes.slang
scale_type49 = viewport
alias49 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -339,6 +342,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -373,4 +380,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 45
shaders = 46
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,190 +54,193 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
shader33 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear34 = "false"
scale_type34 = "viewport"
scale34 = "1.0"
shader34 = ../../shaders/base/delinearize.slang
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
shader35 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear35 = "false"
scale_type35 = "viewport"
scale35 = "1.0"
shader36 = ../../shaders/base/post-crt-prep-image-layers.slang
alias36 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input38 = true
filter_linear38 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
shader42 = ../../shaders/base/reflection.slang
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
shader43 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
alias43 = "BR_LayersUnderCRTPass"
shader44 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
shader45 = ../../shaders/base/combine-passes.slang
scale_type45 = viewport
alias45 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -299,6 +302,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -333,4 +340,6 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3

View file

@ -1,4 +1,4 @@
shaders = 48
shaders = 49
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,222 +54,227 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader35 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear35 = "false"
scale_type35 = "source"
scale35 = "1.0"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = "SourceSDR"
shader36 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader36 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear36 = "false"
scale_type36 = "source"
scale36 = "1.0"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = "SourceHDR"
alias36 = "SourceSDR"
float_framebuffer36 = "true"
shader37 = "../../shaders/megatron/crt-sony-megatron.slang"
shader37 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear37 = "false"
scale_type37 = "source"
scale37 = "1.0"
wrap_mode37 = "clamp_to_border"
mipmap_input37 = "false"
alias37 = ""
float_framebuffer37 = "false"
srgb_framebuffer37 = "false"
scale_type37 = "viewport"
alias37 = "SourceHDR"
float_framebuffer37 = "true"
shader38 = ../../shaders/base/post-crt-prep-image-layers.slang
alias38 = "MBZ_PostCRTPass"
shader38 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
shader39 = ../../shaders/base/post-crt-prep-image-layers.slang
alias39 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader39 = ../../shaders/base/linearize-crt.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
// scale_x39 = 480
// scale_y39 = 270
// scale_x39 = 960
// scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
alias39 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-horiz.slang
shader40 = ../../shaders/base/linearize-crt.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
// scale_x40 = 480
// scale_y40 = 270
// scale_x40 = 960
// scale_y40 = 540
scale_x40 = 800
scale_y40 = 600
alias40 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input41 = true
filter_linear41 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
alias41 = "BR_MirrorBlurredPass"
shader42 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear42 = true
alias42 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 128
scale_y42 = 128
alias42 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
alias43 = "BR_MirrorFullscreenGlowPass"
scale_x43 = 128
scale_y43 = 128
alias43 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 12
scale_y44 = 12
alias44 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader44 = ../../shaders/base/reflection.slang
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_CRTAndReflectionPass"
shader45 = ../../shaders/base/reflection.slang
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader45 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersUnderCRTPass"
shader46 = ../../shaders/base/bezel-images-over-crt.slang
shader46 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear46 = true
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_LayersOverCRTPass"
alias46 = "BR_LayersUnderCRTPass"
shader47 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear47 = true
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader47 = ../../shaders/base/combine-passes.slang
scale_type47 = viewport
alias47 = "CombinePass"
shader48 = ../../shaders/base/combine-passes.slang
scale_type48 = viewport
alias48 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -331,6 +336,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -365,6 +374,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor

View file

@ -1,4 +1,4 @@
shaders = 46
shaders = 47
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,210 +54,215 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = refpass
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear18 = false
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = scalefx_pass0
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer12 = true
float_framebuffer19 = true
alias19 = scalefx_pass0
shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear22 = false
scale_type22 = source
scale22 = 3
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
// GTU TV Processing
shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type23 = source
scale23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
filter_linear24 = false
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
alias26 = "AfterglowPass"
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
scale29 = 1.0
shader30 = ../../shaders/base/stock.slang
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
alias30 = "PrePass"
mipmap_input30 = true
shader31 = ../../shaders/guest/hsm-avg-lum.slang
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
alias31 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
float_framebuffer32 = true
alias32 = "LinearizePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader33 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear33 = "false"
scale_type33 = "source"
scale33 = "1.0"
wrap_mode33 = "clamp_to_border"
mipmap_input33 = "false"
alias33 = "SourceSDR"
shader34 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader34 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear34 = "false"
scale_type34 = "source"
scale34 = "1.0"
wrap_mode34 = "clamp_to_border"
mipmap_input34 = "false"
alias34 = "SourceHDR"
alias34 = "SourceSDR"
float_framebuffer34 = "true"
shader35 = "../../shaders/megatron/crt-sony-megatron.slang"
shader35 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear35 = "false"
scale_type35 = "source"
scale35 = "1.0"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = ""
float_framebuffer35 = "false"
srgb_framebuffer35 = "false"
scale_type35 = "viewport"
alias35 = "SourceHDR"
float_framebuffer35 = "true"
shader36 = ../../shaders/base/post-crt-prep-image-layers.slang
alias36 = "MBZ_PostCRTPass"
shader36 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
shader37 = ../../shaders/base/post-crt-prep-image-layers.slang
alias37 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection.slang
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_CRTAndReflectionPass"
shader43 = ../../shaders/base/reflection.slang
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader43 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersUnderCRTPass"
shader44 = ../../shaders/base/bezel-images-over-crt.slang
shader44 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersOverCRTPass"
alias44 = "BR_LayersUnderCRTPass"
shader45 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader45 = ../../shaders/base/combine-passes.slang
scale_type45 = viewport
alias45 = "CombinePass"
shader46 = ../../shaders/base/combine-passes.slang
scale_type46 = viewport
alias46 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -319,6 +324,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -353,6 +362,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor

View file

@ -1,4 +1,4 @@
shaders = 52
shaders = 53
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,279 +54,282 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = "../../../../reshade/shaders/bloom/BloomPass0.slang"
filter_linear19 = "true"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SamplerBloom1"
float_framebuffer19 = "true"
srgb_framebuffer19 = "false"
scale_type_x19 = "source"
scale_x19 = "4.000000"
scale_type_y19 = "source"
scale_y19 = "4.000000"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = "../../../../reshade/shaders/bloom/BloomPass1.slang"
shader20 = "../../../../reshade/shaders/bloom/BloomPass0.slang"
filter_linear20 = "true"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = "SamplerBloom2"
alias20 = "SamplerBloom1"
float_framebuffer20 = "true"
srgb_framebuffer20 = "false"
scale_type_x20 = "source"
scale_x20 = "4.000000"
scale_type_y20 = "source"
scale_y20 = "4.000000"
shader21 = "../../../../reshade/shaders/bloom/BloomPass2.slang"
shader21 = "../../../../reshade/shaders/bloom/BloomPass1.slang"
filter_linear21 = "true"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = "SamplerBloom3"
alias21 = "SamplerBloom2"
float_framebuffer21 = "true"
srgb_framebuffer21 = "false"
shader22 = "../../../../reshade/shaders/bloom/BloomPass3.slang"
shader22 = "../../../../reshade/shaders/bloom/BloomPass2.slang"
filter_linear22 = "true"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = "SamplerBloom4"
alias22 = "SamplerBloom3"
float_framebuffer22 = "true"
srgb_framebuffer22 = "false"
shader23 = "../../../../reshade/shaders/bloom/BloomPass4.slang"
shader23 = "../../../../reshade/shaders/bloom/BloomPass3.slang"
filter_linear23 = "true"
wrap_mode23 = "clamp_to_border"
mipmap_input23 = "false"
alias23 = "SamplerBloom5"
alias23 = "SamplerBloom4"
float_framebuffer23 = "true"
srgb_framebuffer23 = "false"
shader24 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang"
shader24 = "../../../../reshade/shaders/bloom/BloomPass4.slang"
filter_linear24 = "true"
wrap_mode24 = "clamp_to_border"
mipmap_input24 = "false"
alias24 = "LensFlare1"
alias24 = "SamplerBloom5"
float_framebuffer24 = "true"
srgb_framebuffer24 = "false"
shader25 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang"
shader25 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang"
filter_linear25 = "true"
wrap_mode25 = "clamp_to_border"
mipmap_input25 = "false"
alias25 = "LensFlare2"
alias25 = "LensFlare1"
float_framebuffer25 = "true"
srgb_framebuffer25 = "false"
shader26 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang"
shader26 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang"
filter_linear26 = "true"
wrap_mode26 = "clamp_to_border"
mipmap_input26 = "false"
alias26 = "LensFlare3"
alias26 = "LensFlare2"
float_framebuffer26 = "true"
srgb_framebuffer26 = "false"
shader27 = "../../../../reshade/shaders/bloom/LightingCombine.slang"
shader27 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang"
filter_linear27 = "true"
wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = ""
float_framebuffer27 = "false"
alias27 = "LensFlare3"
float_framebuffer27 = "true"
srgb_framebuffer27 = "false"
scale_type_x27 = "source"
scale_x27 = "0.250000"
scale_type_y27 = "source"
scale_y27 = "0.250000"
shader28 = ../../shaders/base/stock.slang
alias28 = "PreCRTPass"
shader28 = "../../../../reshade/shaders/bloom/LightingCombine.slang"
filter_linear28 = "true"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = ""
float_framebuffer28 = "false"
srgb_framebuffer28 = "false"
scale_type_x28 = "source"
scale_x28 = "0.250000"
scale_type_y28 = "source"
scale_y28 = "0.250000"
shader29 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
alias29 = "AfterglowPass"
shader29 = ../../shaders/base/stock.slang
alias29 = "PreCRTPass"
shader30 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader30 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear30 = true
scale_type30 = source
mipmap_input30 = true
scale30 = 1.0
alias30 = "AfterglowPass"
shader31 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear31 = true
scale_type31 = source
mipmap_input31 = true
scale31 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader31 = ../../shaders/dogway/hsm-grade.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader32 = ../../shaders/dogway/hsm-grade.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
scale32 = 1.0
shader33 = ../../shaders/base/stock.slang
shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
shader34 = ../../shaders/base/stock.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = "PrePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
mipmap_input35 = true
alias35 = "AvgLumPass"
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader36 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type36 = source
scale36 = 1.0
float_framebuffer36 = true
alias36 = "LinearizePass"
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 800.0
scale_type_y37 = absolute
scale_y37 = 600.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 800.0
scale_type_y38 = absolute
scale_y38 = 600.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = source
scale_x39 = 1.0
scale_type_y39 = source
scale_y39 = 1.0
scale_type_x39 = absolute
scale_x39 = 800.0
scale_type_y39 = absolute
scale_y39 = 600.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_type_x40 = source
scale_x40 = 1.0
scale_type_y40 = source
scale_y40 = 1.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-deconvergence.slang
shader41 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-image-layers.slang
alias42 = "MBZ_PostCRTPass"
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader43 = ../../shaders/base/linearize-crt.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
// scale_x43 = 480
// scale_y43 = 270
// scale_x43 = 960
// scale_y43 = 540
scale_x43 = 800
scale_y43 = 600
alias43 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader44 = ../../shaders/base/blur-outside-screen-horiz.slang
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear45 = true
alias45 = "BR_MirrorBlurredPass"
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 128
scale_y46 = 128
alias46 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 12
scale_y47 = 12
alias47 = "BR_MirrorFullscreenGlowPass"
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader48 = ../../shaders/base/reflection.slang
scale_type48 = viewport
float_framebuffer48 = true
alias48 = "BR_CRTAndReflectionPass"
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader49 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear49 = true
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_LayersUnderCRTPass"
shader50 = ../../shaders/base/bezel-images-over-crt.slang
shader50 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear50 = true
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_LayersOverCRTPass"
alias50 = "BR_LayersUnderCRTPass"
shader51 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear51 = true
scale_type51 = viewport
float_framebuffer51 = true
alias51 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader51 = ../../shaders/base/combine-passes.slang
scale_type51 = viewport
alias51 = "CombinePass"
shader52 = ../../shaders/base/combine-passes.slang
scale_type52 = viewport
alias52 = "CombinePass"
// Define textures to be used by the different passes
textures = "Dirt;Sprite;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "Dirt;Sprite;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
Dirt = ../../../../reshade/shaders/bloom/LensDB.png
Dirt_wrap_mode = "clamp_to_border"
@ -396,6 +399,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,455 @@
shaders = 53
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-all-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-adv.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
// wrap_mode18 = "clamp_to_border"
// mipmap_input18 = "false"
// float_framebuffer18 = "false"
// srgb_framebuffer18 = "true"
alias18 = XbrSource
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "2.000000"
scale_type_y20 = "source"
scale_y20 = "2.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "true"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
shader23 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear23 = false
scale_type_x23 = source
scale_x23 = 1
scale_type_y23 = source
scale_y23 = 0.5
wrap_mode23 = "clamp_to_edge"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear36 = true
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader50 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear50 = true
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_LayersUnderCRTPass"
shader51 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear51 = true
scale_type51 = viewport
float_framebuffer51 = true
alias51 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader52 = ../../shaders/base/combine-passes.slang
scale_type52 = viewport
alias52 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,430 @@
shaders = 50
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-all-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-adv.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
// wrap_mode18 = "clamp_to_border"
// mipmap_input18 = "false"
// float_framebuffer18 = "false"
// srgb_framebuffer18 = "true"
alias18 = XbrSource
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "2.000000"
scale_type_y20 = "source"
scale_y20 = "2.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "true"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
shader23 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear23 = false
scale_type_x23 = source
scale_x23 = 1
scale_type_y23 = source
scale_y23 = 0.5
wrap_mode23 = "clamp_to_edge"
// GTU TV Processing
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear37 = true
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-image-layers.slang
alias40 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader41 = ../../shaders/base/linearize-crt.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
// scale_x41 = 480
// scale_y41 = 270
// scale_x41 = 960
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader45 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection.slang
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader47 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear47 = true
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_LayersUnderCRTPass"
shader48 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear48 = true
scale_type48 = viewport
float_framebuffer48 = true
alias48 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader49 = ../../shaders/base/combine-passes.slang
scale_type49 = viewport
alias49 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -1,4 +1,4 @@
shaders = 41
shaders = 42
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,170 +54,173 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear27 = false
srgb_framebuffer27 = true
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
shader28 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear28 = false
srgb_framebuffer28 = true
shader29 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
shader29 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
filter_linear29 = false
srgb_framebuffer29 = true
// Easymode's Shader!
shader30 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear30 = true
scale_type30 = viewport
float_framebuffer30 = true
shader30 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
filter_linear30 = false
srgb_framebuffer30 = true
shader31 = ../../shaders/base/post-crt-prep-image-layers.slang
alias31 = "MBZ_PostCRTPass"
// Easymode's Shader!
shader31 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear31 = true
scale_type31 = viewport
float_framebuffer31 = true
shader32 = ../../shaders/base/post-crt-prep-image-layers.slang
alias32 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
shader33 = ../../shaders/base/linearize-crt.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
// scale_x33 = 480
// scale_y33 = 270
// scale_x33 = 960
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
scale_x36 = 128
scale_y36 = 128
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader37 = ../../shaders/base/reflection.slang
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_CRTAndReflectionPass"
shader38 = ../../shaders/base/reflection.slang
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
shader39 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
alias39 = "BR_LayersUnderCRTPass"
shader40 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear40 = true
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/combine-passes.slang
scale_type40 = viewport
alias40 = "CombinePass"
shader41 = ../../shaders/base/combine-passes.slang
scale_type41 = viewport
alias41 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -279,6 +282,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 41
shaders = 42
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,174 +54,177 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
shader29 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
shader30 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type30 = viewport
scale_x30 = 1.0
scale_y30 = 1.0
filter_linear30 = true
shader30 = ../../shaders/base/delinearize.slang
shader31 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type31 = viewport
scale_x31 = 1.0
scale_y31 = 1.0
filter_linear31 = true
g_sat = 0.15
shader31 = ../../shaders/base/post-crt-prep-image-layers.slang
alias31 = "MBZ_PostCRTPass"
shader32 = ../../shaders/base/post-crt-prep-image-layers.slang
alias32 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
shader33 = ../../shaders/base/linearize-crt.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
// scale_x33 = 480
// scale_y33 = 270
// scale_x33 = 960
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
scale_x36 = 128
scale_y36 = 128
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader37 = ../../shaders/base/reflection.slang
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_CRTAndReflectionPass"
shader38 = ../../shaders/base/reflection.slang
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
shader39 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
alias39 = "BR_LayersUnderCRTPass"
shader40 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear40 = true
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/combine-passes.slang
scale_type40 = viewport
alias40 = "CombinePass"
shader41 = ../../shaders/base/combine-passes.slang
scale_type41 = viewport
alias41 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -283,6 +286,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 39
shaders = 40
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,162 +54,165 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type28 = viewport
scale_x28 = 1.0
scale_y28 = 1.0
filter_linear28 = true
shader28 = ../../shaders/base/delinearize.slang
shader29 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type29 = viewport
scale_x29 = 1.0
scale_y29 = 1.0
filter_linear29 = true
g_sat = 0.15
shader29 = ../../shaders/base/post-crt-prep-image-layers.slang
alias29 = "MBZ_PostCRTPass"
shader30 = ../../shaders/base/post-crt-prep-image-layers.slang
alias30 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader30 = ../../shaders/base/linearize-crt.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
// scale_x30 = 480
// scale_y30 = 270
// scale_x30 = 960
// scale_y30 = 540
scale_x30 = 800
scale_y30 = 600
alias30 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader31 = ../../shaders/base/blur-outside-screen-horiz.slang
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear32 = true
alias32 = "BR_MirrorBlurredPass"
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader33 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
scale_x33 = 128
scale_y33 = 128
alias33 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 12
scale_y34 = 12
alias34 = "BR_MirrorFullscreenGlowPass"
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader35 = ../../shaders/base/reflection.slang
scale_type35 = viewport
float_framebuffer35 = true
alias35 = "BR_CRTAndReflectionPass"
shader36 = ../../shaders/base/reflection.slang
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader36 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear36 = true
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_LayersUnderCRTPass"
shader37 = ../../shaders/base/bezel-images-over-crt.slang
shader37 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_LayersOverCRTPass"
alias37 = "BR_LayersUnderCRTPass"
shader38 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader38 = ../../shaders/base/combine-passes.slang
scale_type38 = viewport
alias38 = "CombinePass"
shader39 = ../../shaders/base/combine-passes.slang
scale_type39 = viewport
alias39 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -271,6 +274,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 46
shaders = 47
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,220 +54,223 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
shader29 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type_x29 = viewport
scale_x29 = 1.0
scale_type_y29 = source
scale_y29 = 1.0
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = Pass1
alias29 = "LinearizePass"
shader30 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 640.0
scale_type_x30 = viewport
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
float_framebuffer30 = true
alias30 = Pass1
shader31 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 640.0
scale_type_y31 = absolute
scale_y31 = 480.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = GlowPass
shader32 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_vertical.slang
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 640.0
scale_type_y33 = absolute
scale_y33 = 480.0
float_framebuffer33 = true
alias33 = BloomPass
shader34 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-deconvergence.slang
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
shader36 = ../../shaders/base/post-crt-prep-image-layers.slang
alias36 = "MBZ_PostCRTPass"
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-image-layers.slang
alias37 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection.slang
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_CRTAndReflectionPass"
shader43 = ../../shaders/base/reflection.slang
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader43 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersUnderCRTPass"
shader44 = ../../shaders/base/bezel-images-over-crt.slang
shader44 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersOverCRTPass"
alias44 = "BR_LayersUnderCRTPass"
shader45 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader45 = ../../shaders/base/combine-passes.slang
scale_type45 = viewport
alias45 = "CombinePass"
shader46 = ../../shaders/base/combine-passes.slang
scale_type46 = viewport
alias46 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -329,6 +332,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 43
shaders = 44
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,199 +54,202 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type_x27 = absolute
scale_x27 = 800.0
scale_type_y27 = source
scale_y27 = 1.0
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = absolute
scale_y28 = 600.0
scale_type_y28 = source
scale_y28 = 1.0
float_framebuffer28 = true
alias28 = GlowPass
shader29 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_vertical.slang
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear30 = true
scale_type_x30 = source
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = BloomPass
shader31 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear31 = true
float_framebuffer31 = true
scale_type31 = viewport
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-deconvergence.slang
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/post-crt-prep-image-layers.slang
alias33 = "MBZ_PostCRTPass"
shader33 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader34 = ../../shaders/base/linearize-crt.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
// scale_x34 = 480
// scale_y34 = 270
// scale_x34 = 960
// scale_y34 = 540
scale_x34 = 800
scale_y34 = 600
alias34 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-horiz.slang
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input36 = true
filter_linear36 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear36 = true
alias36 = "BR_MirrorBlurredPass"
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 128
scale_y37 = 128
alias37 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 12
scale_y38 = 12
alias38 = "BR_MirrorFullscreenGlowPass"
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader39 = ../../shaders/base/reflection.slang
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_CRTAndReflectionPass"
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader40 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear40 = true
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_LayersUnderCRTPass"
shader41 = ../../shaders/base/bezel-images-over-crt.slang
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersOverCRTPass"
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader42 = ../../shaders/base/combine-passes.slang
scale_type42 = viewport
alias42 = "CombinePass"
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -308,6 +311,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 39
shaders = 40
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,159 +54,162 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear28 = "false"
scale_type28 = "viewport"
scale28 = "1.0"
shader28 = ../../shaders/base/delinearize.slang
shader29 = ../../shaders/base/post-crt-prep-image-layers.slang
alias29 = "MBZ_PostCRTPass"
shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear29 = "false"
scale_type29 = "viewport"
scale29 = "1.0"
shader30 = ../../shaders/base/post-crt-prep-image-layers.slang
alias30 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader30 = ../../shaders/base/linearize-crt.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
// scale_x30 = 480
// scale_y30 = 270
// scale_x30 = 960
// scale_y30 = 540
scale_x30 = 800
scale_y30 = 600
alias30 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader31 = ../../shaders/base/blur-outside-screen-horiz.slang
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear32 = true
alias32 = "BR_MirrorBlurredPass"
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader33 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
scale_x33 = 128
scale_y33 = 128
alias33 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 12
scale_y34 = 12
alias34 = "BR_MirrorFullscreenGlowPass"
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader35 = ../../shaders/base/reflection.slang
scale_type35 = viewport
float_framebuffer35 = true
alias35 = "BR_CRTAndReflectionPass"
shader36 = ../../shaders/base/reflection.slang
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader36 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear36 = true
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_LayersUnderCRTPass"
shader37 = ../../shaders/base/bezel-images-over-crt.slang
shader37 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_LayersOverCRTPass"
alias37 = "BR_LayersUnderCRTPass"
shader38 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader38 = ../../shaders/base/combine-passes.slang
scale_type38 = viewport
alias38 = "CombinePass"
shader39 = ../../shaders/base/combine-passes.slang
scale_type39 = viewport
alias39 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -268,6 +271,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 42
shaders = 43
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,191 +54,196 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader29 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear29 = "false"
scale_type29 = "source"
scale29 = "1.0"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "false"
alias29 = "SourceSDR"
shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader30 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear30 = "false"
scale_type30 = "source"
scale30 = "1.0"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = "SourceHDR"
alias30 = "SourceSDR"
float_framebuffer30 = "true"
shader31 = "../../shaders/megatron/crt-sony-megatron.slang"
shader31 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear31 = "false"
scale_type31 = "source"
scale31 = "1.0"
wrap_mode31 = "clamp_to_border"
mipmap_input31 = "false"
alias31 = ""
float_framebuffer31 = "false"
srgb_framebuffer31 = "false"
scale_type31 = "viewport"
alias31 = "SourceHDR"
float_framebuffer31 = "true"
shader32 = ../../shaders/base/post-crt-prep-image-layers.slang
alias32 = "MBZ_PostCRTPass"
shader32 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
shader33 = ../../shaders/base/post-crt-prep-image-layers.slang
alias33 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader33 = ../../shaders/base/linearize-crt.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
// scale_x33 = 480
// scale_y33 = 270
// scale_x33 = 960
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
shader34 = ../../shaders/base/linearize-crt.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
// scale_x34 = 480
// scale_y34 = 270
// scale_x34 = 960
// scale_y34 = 540
scale_x34 = 800
scale_y34 = 600
alias34 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input35 = true
filter_linear35 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
alias35 = "BR_MirrorBlurredPass"
shader36 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear36 = true
alias36 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 128
scale_y36 = 128
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
alias37 = "BR_MirrorFullscreenGlowPass"
scale_x37 = 128
scale_y37 = 128
alias37 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 12
scale_y38 = 12
alias38 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader38 = ../../shaders/base/reflection.slang
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_CRTAndReflectionPass"
shader39 = ../../shaders/base/reflection.slang
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader39 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersUnderCRTPass"
shader40 = ../../shaders/base/bezel-images-over-crt.slang
shader40 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear40 = true
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_LayersOverCRTPass"
alias40 = "BR_LayersUnderCRTPass"
shader41 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader41 = ../../shaders/base/combine-passes.slang
scale_type41 = viewport
alias41 = "CombinePass"
shader42 = ../../shaders/base/combine-passes.slang
scale_type42 = viewport
alias42 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -300,6 +305,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,179 +54,184 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader27 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear27 = "false"
scale_type27 = "source"
scale27 = "1.0"
wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = "SourceSDR"
shader28 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader28 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear28 = "false"
scale_type28 = "source"
scale28 = "1.0"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = "SourceHDR"
alias28 = "SourceSDR"
float_framebuffer28 = "true"
shader29 = "../../shaders/megatron/crt-sony-megatron.slang"
shader29 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear29 = "false"
scale_type29 = "source"
scale29 = "1.0"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "false"
alias29 = ""
float_framebuffer29 = "false"
srgb_framebuffer29 = "false"
scale_type29 = "viewport"
alias29 = "SourceHDR"
float_framebuffer29 = "true"
shader30 = ../../shaders/base/post-crt-prep-image-layers.slang
alias30 = "MBZ_PostCRTPass"
shader30 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
shader31 = ../../shaders/base/post-crt-prep-image-layers.slang
alias31 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input33 = true
filter_linear33 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection.slang
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_CRTAndReflectionPass"
shader37 = ../../shaders/base/reflection.slang
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader37 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_LayersUnderCRTPass"
shader38 = ../../shaders/base/bezel-images-over-crt.slang
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersOverCRTPass"
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader39 = ../../shaders/base/combine-passes.slang
scale_type39 = viewport
alias39 = "CombinePass"
shader40 = ../../shaders/base/combine-passes.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -288,6 +293,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 49
shaders = 50
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,259 +54,262 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = "../../../../reshade/shaders/bloom/BloomPass0.slang"
filter_linear19 = "true"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SamplerBloom1"
float_framebuffer19 = "true"
srgb_framebuffer19 = "false"
scale_type_x19 = "source"
scale_x19 = "4.000000"
scale_type_y19 = "source"
scale_y19 = "4.000000"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = "../../../../reshade/shaders/bloom/BloomPass1.slang"
shader20 = "../../../../reshade/shaders/bloom/BloomPass0.slang"
filter_linear20 = "true"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = "SamplerBloom2"
alias20 = "SamplerBloom1"
float_framebuffer20 = "true"
srgb_framebuffer20 = "false"
scale_type_x20 = "source"
scale_x20 = "4.000000"
scale_type_y20 = "source"
scale_y20 = "4.000000"
shader21 = "../../../../reshade/shaders/bloom/BloomPass2.slang"
shader21 = "../../../../reshade/shaders/bloom/BloomPass1.slang"
filter_linear21 = "true"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = "SamplerBloom3"
alias21 = "SamplerBloom2"
float_framebuffer21 = "true"
srgb_framebuffer21 = "false"
shader22 = "../../../../reshade/shaders/bloom/BloomPass3.slang"
shader22 = "../../../../reshade/shaders/bloom/BloomPass2.slang"
filter_linear22 = "true"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = "SamplerBloom4"
alias22 = "SamplerBloom3"
float_framebuffer22 = "true"
srgb_framebuffer22 = "false"
shader23 = "../../../../reshade/shaders/bloom/BloomPass4.slang"
shader23 = "../../../../reshade/shaders/bloom/BloomPass3.slang"
filter_linear23 = "true"
wrap_mode23 = "clamp_to_border"
mipmap_input23 = "false"
alias23 = "SamplerBloom5"
alias23 = "SamplerBloom4"
float_framebuffer23 = "true"
srgb_framebuffer23 = "false"
shader24 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang"
shader24 = "../../../../reshade/shaders/bloom/BloomPass4.slang"
filter_linear24 = "true"
wrap_mode24 = "clamp_to_border"
mipmap_input24 = "false"
alias24 = "LensFlare1"
alias24 = "SamplerBloom5"
float_framebuffer24 = "true"
srgb_framebuffer24 = "false"
shader25 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang"
shader25 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang"
filter_linear25 = "true"
wrap_mode25 = "clamp_to_border"
mipmap_input25 = "false"
alias25 = "LensFlare2"
alias25 = "LensFlare1"
float_framebuffer25 = "true"
srgb_framebuffer25 = "false"
shader26 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang"
shader26 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang"
filter_linear26 = "true"
wrap_mode26 = "clamp_to_border"
mipmap_input26 = "false"
alias26 = "LensFlare3"
alias26 = "LensFlare2"
float_framebuffer26 = "true"
srgb_framebuffer26 = "false"
shader27 = "../../../../reshade/shaders/bloom/LightingCombine.slang"
shader27 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang"
filter_linear27 = "true"
wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = ""
float_framebuffer27 = "false"
alias27 = "LensFlare3"
float_framebuffer27 = "true"
srgb_framebuffer27 = "false"
scale_type_x27 = "source"
scale_x27 = "0.250000"
scale_type_y27 = "source"
scale_y27 = "0.250000"
shader28 = ../../shaders/base/stock.slang
alias28 = "PreCRTPass"
shader28 = "../../../../reshade/shaders/bloom/LightingCombine.slang"
filter_linear28 = "true"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = ""
float_framebuffer28 = "false"
srgb_framebuffer28 = "false"
scale_type_x28 = "source"
scale_x28 = "0.250000"
scale_type_y28 = "source"
scale_y28 = "0.250000"
shader29 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
alias29 = "AfterglowPass"
shader29 = ../../shaders/base/stock.slang
alias29 = "PreCRTPass"
shader30 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader30 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear30 = true
scale_type30 = source
mipmap_input30 = true
scale30 = 1.0
alias30 = "AfterglowPass"
shader31 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear31 = true
scale_type31 = source
mipmap_input31 = true
scale31 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader31 = ../../shaders/dogway/hsm-grade.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader32 = ../../shaders/dogway/hsm-grade.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
scale32 = 1.0
shader33 = ../../shaders/base/stock.slang
shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
shader34 = ../../shaders/base/stock.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = "PrePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
mipmap_input35 = true
alias35 = "AvgLumPass"
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader36 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type36 = source
scale36 = 1.0
float_framebuffer36 = true
alias36 = "LinearizePass"
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 800.0
scale_type_y37 = absolute
scale_y37 = 600.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 800.0
scale_type_y38 = absolute
scale_y38 = 600.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = source
scale_x39 = 1.0
scale_type_y39 = source
scale_y39 = 1.0
scale_type_x39 = absolute
scale_x39 = 800.0
scale_type_y39 = absolute
scale_y39 = 600.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_type_x40 = source
scale_x40 = 1.0
scale_type_y40 = source
scale_y40 = 1.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-deconvergence.slang
shader41 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-glass.slang
alias42 = "MBZ_PostCRTPass"
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-glass.slang
alias43 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader43 = ../../shaders/base/linearize-crt.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
// scale_x43 = 480
// scale_y43 = 270
// scale_x43 = 960
// scale_y43 = 540
scale_x43 = 800
scale_y43 = 600
alias43 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader44 = ../../shaders/base/blur-outside-screen-horiz.slang
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear45 = true
alias45 = "BR_MirrorBlurredPass"
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 128
scale_y46 = 128
alias46 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 12
scale_y47 = 12
alias47 = "BR_MirrorFullscreenGlowPass"
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader48 = ../../shaders/base/reflection-glass.slang
scale_type48 = viewport
alias48 = "BR_CRTAndReflectionPass"
shader49 = ../../shaders/base/reflection-glass.slang
scale_type49 = viewport
alias49 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "Dirt;Sprite;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "Dirt;Sprite;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
Dirt = ../../../../reshade/shaders/bloom/LensDB.png
Dirt_wrap_mode = "clamp_to_border"
@ -376,6 +379,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,471 @@
shaders = 50
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-adv-glass.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
// wrap_mode18 = "clamp_to_border"
// mipmap_input18 = "false"
// float_framebuffer18 = "false"
// srgb_framebuffer18 = "true"
alias18 = XbrSource
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "2.000000"
scale_type_y20 = "source"
scale_y20 = "2.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "true"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
shader23 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear23 = false
scale_type_x23 = source
scale_x23 = 1
scale_type_y23 = source
scale_y23 = 0.5
wrap_mode23 = "clamp_to_edge"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear36 = true
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-glass.slang
alias43 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection-glass.slang
scale_type49 = viewport
alias49 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/TopLayerImageGradient_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Parameters
HSM_TUBE_BLACK_EDGE_SHARPNESS = "90.0000"
HSM_TUBE_BLACK_EDGE_THICKNESS = -7
HSM_BG_OPACITY = "1.000000"
HSM_GLASS_BORDER_ON = "1.000000"
HSM_BZL_WIDTH = 3000
HSM_BZL_HEIGHT = 3000
HSM_BZL_INNER_EDGE_THICKNESS = 350
HSM_BZL_INNER_EDGE_SHARPNESS = 30
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "100.000000"
HSM_BZL_INNER_EDGE_SHADOW = "0.000000"
HSM_FRM_OPACITY = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "35.00000"
HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.900000"
HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "60.0000"
HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000"
HSM_REFLECT_FULLSCREEN_GLOW = "30.000000"
HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "1.500000"
HSM_REFLECT_FADE_AMOUNT = "20.0000"
HSM_REFLECT_RADIAL_FADE_WIDTH = "500.000000"
HSM_REFLECT_RADIAL_FADE_HEIGHT = "300.000000"
HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "500.000000"
HSM_REFLECT_CORNER_FADE = "0.000000"
HSM_REFLECT_BLUR_MIN = "30.0000"
HSM_REFLECT_BLUR_MAX = "60.0000"
HSM_REFLECT_NOISE_AMOUNT = "100.000000"
HSM_REFLECT_NOISE_SAMPLES = "4.000000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_BG_BRIGHTNESS = "0.000000"
HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,446 @@
shaders = 47
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-adv-glass.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
// wrap_mode18 = "clamp_to_border"
// mipmap_input18 = "false"
// float_framebuffer18 = "false"
// srgb_framebuffer18 = "true"
alias18 = XbrSource
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "2.000000"
scale_type_y20 = "source"
scale_y20 = "2.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "true"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
shader23 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear23 = false
scale_type_x23 = source
scale_x23 = 1
scale_type_y23 = source
scale_y23 = 0.5
wrap_mode23 = "clamp_to_edge"
// GTU TV Processing
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear37 = true
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-glass.slang
alias40 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader41 = ../../shaders/base/linearize-crt.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
// scale_x41 = 480
// scale_y41 = 270
// scale_x41 = 960
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader45 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection-glass.slang
scale_type46 = viewport
alias46 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/TopLayerImageGradient_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Parameters
HSM_TUBE_BLACK_EDGE_SHARPNESS = "90.0000"
HSM_TUBE_BLACK_EDGE_THICKNESS = -7
HSM_BG_OPACITY = "1.000000"
HSM_GLASS_BORDER_ON = "1.000000"
HSM_BZL_WIDTH = 3000
HSM_BZL_HEIGHT = 3000
HSM_BZL_INNER_EDGE_THICKNESS = 350
HSM_BZL_INNER_EDGE_SHARPNESS = 30
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "100.000000"
HSM_BZL_INNER_EDGE_SHADOW = "0.000000"
HSM_FRM_OPACITY = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "35.00000"
HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.900000"
HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "60.0000"
HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000"
HSM_REFLECT_FULLSCREEN_GLOW = "30.000000"
HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "1.500000"
HSM_REFLECT_FADE_AMOUNT = "20.0000"
HSM_REFLECT_RADIAL_FADE_WIDTH = "500.000000"
HSM_REFLECT_RADIAL_FADE_HEIGHT = "300.000000"
HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "500.000000"
HSM_REFLECT_CORNER_FADE = "0.000000"
HSM_REFLECT_BLUR_MIN = "30.0000"
HSM_REFLECT_BLUR_MAX = "60.0000"
HSM_REFLECT_NOISE_AMOUNT = "100.000000"
HSM_REFLECT_NOISE_SAMPLES = "4.000000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_BG_BRIGHTNESS = "0.000000"
HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -1,4 +1,4 @@
shaders = 38
shaders = 39
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,150 +54,153 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear27 = false
srgb_framebuffer27 = true
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
shader28 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear28 = false
srgb_framebuffer28 = true
shader29 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
shader29 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
filter_linear29 = false
srgb_framebuffer29 = true
// Easymode's Shader!
shader30 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear30 = true
scale_type30 = viewport
float_framebuffer30 = true
shader30 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
filter_linear30 = false
srgb_framebuffer30 = true
shader31 = ../../shaders/base/post-crt-prep-glass.slang
alias31 = "MBZ_PostCRTPass"
// Easymode's Shader!
shader31 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear31 = true
scale_type31 = viewport
float_framebuffer31 = true
shader32 = ../../shaders/base/post-crt-prep-glass.slang
alias32 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
shader33 = ../../shaders/base/linearize-crt.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
// scale_x33 = 480
// scale_y33 = 270
// scale_x33 = 960
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
scale_x36 = 128
scale_y36 = 128
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader37 = ../../shaders/base/reflection-glass.slang
scale_type37 = viewport
alias37 = "BR_CRTAndReflectionPass"
shader38 = ../../shaders/base/reflection-glass.slang
scale_type38 = viewport
alias38 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -259,6 +262,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 38
shaders = 39
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,154 +54,157 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
shader29 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
shader30 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type30 = viewport
scale_x30 = 1.0
scale_y30 = 1.0
filter_linear30 = true
shader30 = ../../shaders/base/delinearize.slang
shader31 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type31 = viewport
scale_x31 = 1.0
scale_y31 = 1.0
filter_linear31 = true
g_sat = 0.15
shader31 = ../../shaders/base/post-crt-prep-glass.slang
alias31 = "MBZ_PostCRTPass"
shader32 = ../../shaders/base/post-crt-prep-glass.slang
alias32 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
shader33 = ../../shaders/base/linearize-crt.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
// scale_x33 = 480
// scale_y33 = 270
// scale_x33 = 960
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
scale_x36 = 128
scale_y36 = 128
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader37 = ../../shaders/base/reflection-glass.slang
scale_type37 = viewport
alias37 = "BR_CRTAndReflectionPass"
shader38 = ../../shaders/base/reflection-glass.slang
scale_type38 = viewport
alias38 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -263,6 +266,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 36
shaders = 37
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,142 +54,145 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type28 = viewport
scale_x28 = 1.0
scale_y28 = 1.0
filter_linear28 = true
shader28 = ../../shaders/base/delinearize.slang
shader29 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type29 = viewport
scale_x29 = 1.0
scale_y29 = 1.0
filter_linear29 = true
g_sat = 0.15
shader29 = ../../shaders/base/post-crt-prep-glass.slang
alias29 = "MBZ_PostCRTPass"
shader30 = ../../shaders/base/post-crt-prep-glass.slang
alias30 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader30 = ../../shaders/base/linearize-crt.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
// scale_x30 = 480
// scale_y30 = 270
// scale_x30 = 960
// scale_y30 = 540
scale_x30 = 800
scale_y30 = 600
alias30 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader31 = ../../shaders/base/blur-outside-screen-horiz.slang
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear32 = true
alias32 = "BR_MirrorBlurredPass"
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader33 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
scale_x33 = 128
scale_y33 = 128
alias33 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 12
scale_y34 = 12
alias34 = "BR_MirrorFullscreenGlowPass"
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader35 = ../../shaders/base/reflection-glass.slang
scale_type35 = viewport
alias35 = "BR_CRTAndReflectionPass"
shader36 = ../../shaders/base/reflection-glass.slang
scale_type36 = viewport
alias36 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -251,6 +254,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 43
shaders = 44
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,200 +54,203 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
shader29 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type_x29 = viewport
scale_x29 = 1.0
scale_type_y29 = source
scale_y29 = 1.0
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = Pass1
alias29 = "LinearizePass"
shader30 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 640.0
scale_type_x30 = viewport
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
float_framebuffer30 = true
alias30 = Pass1
shader31 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 640.0
scale_type_y31 = absolute
scale_y31 = 480.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = GlowPass
shader32 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_vertical.slang
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 640.0
scale_type_y33 = absolute
scale_y33 = 480.0
float_framebuffer33 = true
alias33 = BloomPass
shader34 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-deconvergence.slang
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
shader36 = ../../shaders/base/post-crt-prep-glass.slang
alias36 = "MBZ_PostCRTPass"
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader37 = ../../shaders/base/linearize-crt.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
// scale_x37 = 480
// scale_y37 = 270
// scale_x37 = 960
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
alias39 = "BR_MirrorBlurredPass"
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
alias41 = "BR_MirrorFullscreenGlowPass"
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection-glass.slang
scale_type42 = viewport
alias42 = "BR_CRTAndReflectionPass"
shader43 = ../../shaders/base/reflection-glass.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -309,6 +312,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,179 +54,182 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type_x27 = absolute
scale_x27 = 800.0
scale_type_y27 = source
scale_y27 = 1.0
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = absolute
scale_y28 = 600.0
scale_type_y28 = source
scale_y28 = 1.0
float_framebuffer28 = true
alias28 = GlowPass
shader29 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_vertical.slang
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear30 = true
scale_type_x30 = source
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = BloomPass
shader31 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear31 = true
float_framebuffer31 = true
scale_type31 = viewport
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-deconvergence.slang
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/post-crt-prep-glass.slang
alias33 = "MBZ_PostCRTPass"
shader33 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-glass.slang
alias34 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader34 = ../../shaders/base/linearize-crt.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
// scale_x34 = 480
// scale_y34 = 270
// scale_x34 = 960
// scale_y34 = 540
scale_x34 = 800
scale_y34 = 600
alias34 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-horiz.slang
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input36 = true
filter_linear36 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear36 = true
alias36 = "BR_MirrorBlurredPass"
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 128
scale_y37 = 128
alias37 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 12
scale_y38 = 12
alias38 = "BR_MirrorFullscreenGlowPass"
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader39 = ../../shaders/base/reflection-glass.slang
scale_type39 = viewport
alias39 = "BR_CRTAndReflectionPass"
shader40 = ../../shaders/base/reflection-glass.slang
scale_type40 = viewport
alias40 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -288,6 +291,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 36
shaders = 37
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,139 +54,142 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear28 = "false"
scale_type28 = "viewport"
scale28 = "1.0"
shader28 = ../../shaders/base/delinearize.slang
shader29 = ../../shaders/base/post-crt-prep-glass.slang
alias29 = "MBZ_PostCRTPass"
shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear29 = "false"
scale_type29 = "viewport"
scale29 = "1.0"
shader30 = ../../shaders/base/post-crt-prep-glass.slang
alias30 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader30 = ../../shaders/base/linearize-crt.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
// scale_x30 = 480
// scale_y30 = 270
// scale_x30 = 960
// scale_y30 = 540
scale_x30 = 800
scale_y30 = 600
alias30 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader31 = ../../shaders/base/blur-outside-screen-horiz.slang
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear32 = true
alias32 = "BR_MirrorBlurredPass"
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader33 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
scale_x33 = 128
scale_y33 = 128
alias33 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 12
scale_y34 = 12
alias34 = "BR_MirrorFullscreenGlowPass"
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader35 = ../../shaders/base/reflection-glass.slang
scale_type35 = viewport
alias35 = "BR_CRTAndReflectionPass"
shader36 = ../../shaders/base/reflection-glass.slang
scale_type36 = viewport
alias36 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -248,6 +251,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 39
shaders = 40
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,171 +54,176 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader29 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear29 = "false"
scale_type29 = "source"
scale29 = "1.0"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "false"
alias29 = "SourceSDR"
shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader30 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear30 = "false"
scale_type30 = "source"
scale30 = "1.0"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = "SourceHDR"
alias30 = "SourceSDR"
float_framebuffer30 = "true"
shader31 = "../../shaders/megatron/crt-sony-megatron.slang"
shader31 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear31 = "false"
scale_type31 = "source"
scale31 = "1.0"
wrap_mode31 = "clamp_to_border"
mipmap_input31 = "false"
alias31 = ""
float_framebuffer31 = "false"
srgb_framebuffer31 = "false"
scale_type31 = "viewport"
alias31 = "SourceHDR"
float_framebuffer31 = "true"
shader32 = ../../shaders/base/post-crt-prep-glass.slang
alias32 = "MBZ_PostCRTPass"
shader32 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
shader33 = ../../shaders/base/post-crt-prep-glass.slang
alias33 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader33 = ../../shaders/base/linearize-crt.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
// scale_x33 = 480
// scale_y33 = 270
// scale_x33 = 960
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
shader34 = ../../shaders/base/linearize-crt.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
// scale_x34 = 480
// scale_y34 = 270
// scale_x34 = 960
// scale_y34 = 540
scale_x34 = 800
scale_y34 = 600
alias34 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input35 = true
filter_linear35 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
alias35 = "BR_MirrorBlurredPass"
shader36 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear36 = true
alias36 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 128
scale_y36 = 128
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader37 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input37 = true
filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
alias37 = "BR_MirrorFullscreenGlowPass"
scale_x37 = 128
scale_y37 = 128
alias37 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 12
scale_y38 = 12
alias38 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader38 = ../../shaders/base/reflection-glass.slang
scale_type38 = viewport
alias38 = "BR_CRTAndReflectionPass"
shader39 = ../../shaders/base/reflection-glass.slang
scale_type39 = viewport
alias39 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -280,6 +285,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 37
shaders = 38
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,159 +54,164 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader27 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear27 = "false"
scale_type27 = "source"
scale27 = "1.0"
wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = "SourceSDR"
shader28 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader28 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear28 = "false"
scale_type28 = "source"
scale28 = "1.0"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = "SourceHDR"
alias28 = "SourceSDR"
float_framebuffer28 = "true"
shader29 = "../../shaders/megatron/crt-sony-megatron.slang"
shader29 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear29 = "false"
scale_type29 = "source"
scale29 = "1.0"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "false"
alias29 = ""
float_framebuffer29 = "false"
srgb_framebuffer29 = "false"
scale_type29 = "viewport"
alias29 = "SourceHDR"
float_framebuffer29 = "true"
shader30 = ../../shaders/base/post-crt-prep-glass.slang
alias30 = "MBZ_PostCRTPass"
shader30 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
shader31 = ../../shaders/base/post-crt-prep-glass.slang
alias31 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input33 = true
filter_linear33 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection-glass.slang
scale_type36 = viewport
alias36 = "BR_CRTAndReflectionPass"
shader37 = ../../shaders/base/reflection-glass.slang
scale_type37 = viewport
alias37 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -268,6 +273,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,401 @@
shaders = 47
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-no-reflect-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-adv-no-reflect.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
// wrap_mode18 = "clamp_to_border"
// mipmap_input18 = "false"
// float_framebuffer18 = "false"
// srgb_framebuffer18 = "true"
alias18 = XbrSource
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "2.000000"
scale_type_y20 = "source"
scale_y20 = "2.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "true"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
shader23 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear23 = false
scale_type_x23 = source
scale_x23 = 1
scale_type_y23 = source
scale_y23 = 0.5
wrap_mode23 = "clamp_to_edge"
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 0.5
scale_y30 = 1.0
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear36 = true
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias43 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader44 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersUnderCRTPass"
shader45 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader46 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type46 = viewport
alias46 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,376 @@
shaders = 44
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-no-reflect-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-adv-no-reflect.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
// wrap_mode18 = "clamp_to_border"
// mipmap_input18 = "false"
// float_framebuffer18 = "false"
// srgb_framebuffer18 = "true"
alias18 = XbrSource
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "2.000000"
scale_type_y20 = "source"
scale_y20 = "2.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "true"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
shader23 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear23 = false
scale_type_x23 = source
scale_x23 = 1
scale_type_y23 = source
scale_y23 = 0.5
wrap_mode23 = "clamp_to_edge"
// GTU TV Processing
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
float_framebuffer25 = true
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
alias27 = "AfterglowPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear37 = true
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias40 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type43 = viewport
alias43 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -1,4 +1,4 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,166 +54,169 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
shader29 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type_x29 = viewport
scale_x29 = 1.0
scale_type_y29 = source
scale_y29 = 1.0
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = Pass1
alias29 = "LinearizePass"
shader30 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 640.0
scale_type_x30 = viewport
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
float_framebuffer30 = true
alias30 = Pass1
shader31 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 640.0
scale_type_y31 = absolute
scale_y31 = 480.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = GlowPass
shader32 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_vertical.slang
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 640.0
scale_type_y33 = absolute
scale_y33 = 480.0
float_framebuffer33 = true
alias33 = BloomPass
shader34 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-deconvergence.slang
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
shader36 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias36 = "MBZ_PostCRTPass"
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader37 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_LayersUnderCRTPass"
shader38 = ../../shaders/base/bezel-images-over-crt.slang
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersOverCRTPass"
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader39 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type39 = viewport
alias39 = "CombinePass"
shader40 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -275,6 +278,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 37
shaders = 38
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,145 +54,148 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
shader27 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type_x27 = absolute
scale_x27 = 800.0
scale_type_y27 = source
scale_y27 = 1.0
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = absolute
scale_y28 = 600.0
scale_type_y28 = source
scale_y28 = 1.0
float_framebuffer28 = true
alias28 = GlowPass
shader29 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_vertical.slang
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear30 = true
scale_type_x30 = source
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = BloomPass
shader31 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear31 = true
float_framebuffer31 = true
scale_type31 = viewport
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
shader32 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias33 = "MBZ_PostCRTPass"
shader33 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias34 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader34 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear34 = true
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "BR_LayersUnderCRTPass"
shader35 = ../../shaders/base/bezel-images-over-crt.slang
shader35 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear35 = true
scale_type35 = viewport
float_framebuffer35 = true
alias35 = "BR_LayersOverCRTPass"
alias35 = "BR_LayersUnderCRTPass"
shader36 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear36 = true
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader36 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type36 = viewport
alias36 = "CombinePass"
shader37 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type37 = viewport
alias37 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -254,6 +257,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 36
shaders = 37
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,137 +54,142 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/base/stock.slang
alias17 = "PreCRTPass"
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
alias18 = "AfterglowPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
mipmap_input19 = true
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader20 = ../../shaders/dogway/hsm-grade.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader21 = ../../shaders/base/stock.slang
alias21 = "PrePass0"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader22 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear22 = false
float_framebuffer22 = true
scale_type_x22 = source
scale_type_y22 = source
scale_x22 = 4.0
scale_y22 = 1.0
frame_count_mod22 = 2
alias22 = NPass1
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
filter_linear23 = true
scale_type23 = source
scale_x23 = 0.5
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_x24 = 0.5
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/stock.slang
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
shader27 = ../../shaders/guest/hsm-avg-lum.slang
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader29 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear29 = "false"
scale_type29 = "source"
scale29 = "1.0"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "false"
alias29 = "SourceSDR"
shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader30 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear30 = "false"
scale_type30 = "source"
scale30 = "1.0"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = "SourceHDR"
alias30 = "SourceSDR"
float_framebuffer30 = "true"
shader31 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader31 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear31 = "false"
scale_type31 = "source"
scale31 = "1.0"
wrap_mode31 = "clamp_to_border"
mipmap_input31 = "false"
alias31 = ""
float_framebuffer31 = "false"
srgb_framebuffer31 = "false"
scale_type31 = "viewport"
alias31 = "SourceHDR"
float_framebuffer31 = "true"
shader32 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias32 = "MBZ_PostCRTPass"
shader32 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias33 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader33 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersUnderCRTPass"
shader34 = ../../shaders/base/bezel-images-over-crt.slang
shader34 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear34 = true
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "BR_LayersOverCRTPass"
alias34 = "BR_LayersUnderCRTPass"
shader35 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear35 = true
scale_type35 = viewport
float_framebuffer35 = true
alias35 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader35 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type35 = viewport
alias35 = "CombinePass"
shader36 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type36 = viewport
alias36 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -246,6 +251,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,4 +1,4 @@
shaders = 34
shaders = 35
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,7 +40,7 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/linearize.slang
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -54,125 +54,130 @@ shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/base/delinearize.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader18 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
filter_linear18 = false
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
alias20 = "AfterglowPass"
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
alias21 = "AfterglowPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
alias24 = "PrePass"
mipmap_input24 = true
shader25 = ../../shaders/guest/hsm-avg-lum.slang
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
alias25 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
float_framebuffer26 = true
alias26 = "LinearizePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader27 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear27 = "false"
scale_type27 = "source"
scale27 = "1.0"
wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = "SourceSDR"
shader28 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader28 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear28 = "false"
scale_type28 = "source"
scale28 = "1.0"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = "SourceHDR"
alias28 = "SourceSDR"
float_framebuffer28 = "true"
shader29 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader29 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear29 = "false"
scale_type29 = "source"
scale29 = "1.0"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "false"
alias29 = ""
float_framebuffer29 = "false"
srgb_framebuffer29 = "false"
scale_type29 = "viewport"
alias29 = "SourceHDR"
float_framebuffer29 = "true"
shader30 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias30 = "MBZ_PostCRTPass"
shader30 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
shader31 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias31 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader31 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear31 = true
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "BR_LayersUnderCRTPass"
shader32 = ../../shaders/base/bezel-images-over-crt.slang
shader32 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear32 = true
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "BR_LayersOverCRTPass"
alias32 = "BR_LayersUnderCRTPass"
shader33 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader33 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type33 = viewport
alias33 = "CombinePass"
shader34 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type34 = viewport
alias34 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -234,6 +239,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,469 @@
shaders = 49
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-std-glass.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
// wrap_mode17 = "clamp_to_border"
// mipmap_input17 = "false"
// float_framebuffer17 = "false"
// srgb_framebuffer17 = "true"
alias17 = XbrSource
shader18 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "2.000000"
scale_type_y19 = "source"
scale_y19 = "2.000000"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear22 = false
scale_type_x22 = source
scale_x22 = 1
scale_type_y22 = source
scale_y22 = 0.5
wrap_mode22 = "clamp_to_edge"
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_y29 = 1.0
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear35 = true
scale_type_x35 = viewport
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
float_framebuffer35 = true
alias35 = Pass1
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 640.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-glass.slang
alias42 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader43 = ../../shaders/base/linearize-crt.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
// scale_x43 = 480
// scale_y43 = 270
// scale_x43 = 960
// scale_y43 = 540
scale_x43 = 800
scale_y43 = 600
alias43 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader44 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input44 = true
filter_linear44 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear45 = true
alias45 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 128
scale_y46 = 128
alias46 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 12
scale_y47 = 12
alias47 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader48 = ../../shaders/base/reflection-glass.slang
scale_type48 = viewport
alias48 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/TopLayerImageGradient_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Parameters
HSM_TUBE_BLACK_EDGE_SHARPNESS = "90.0000"
HSM_TUBE_BLACK_EDGE_THICKNESS = -7
HSM_BG_OPACITY = "1.000000"
HSM_GLASS_BORDER_ON = "1.000000"
HSM_BZL_WIDTH = 3000
HSM_BZL_HEIGHT = 3000
HSM_BZL_INNER_EDGE_THICKNESS = 350
HSM_BZL_INNER_EDGE_SHARPNESS = 30
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "100.000000"
HSM_BZL_INNER_EDGE_SHADOW = "0.000000"
HSM_FRM_OPACITY = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "35.00000"
HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.900000"
HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "60.0000"
HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000"
HSM_REFLECT_FULLSCREEN_GLOW = "30.000000"
HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "1.500000"
HSM_REFLECT_FADE_AMOUNT = "20.0000"
HSM_REFLECT_RADIAL_FADE_WIDTH = "500.000000"
HSM_REFLECT_RADIAL_FADE_HEIGHT = "300.000000"
HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "500.000000"
HSM_REFLECT_CORNER_FADE = "0.000000"
HSM_REFLECT_BLUR_MIN = "30.0000"
HSM_REFLECT_BLUR_MAX = "60.0000"
HSM_REFLECT_NOISE_AMOUNT = "100.000000"
HSM_REFLECT_NOISE_SAMPLES = "4.000000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_BG_BRIGHTNESS = "0.000000"
HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,430 @@
shaders = 44
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-std-glass.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
// wrap_mode17 = "clamp_to_border"
// mipmap_input17 = "false"
// float_framebuffer17 = "false"
// srgb_framebuffer17 = "true"
alias17 = XbrSource
shader18 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "2.000000"
scale_type_y19 = "source"
scale_y19 = "2.000000"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear22 = false
scale_type_x22 = source
scale_x22 = 1
scale_type_y22 = source
scale_y22 = 0.5
wrap_mode22 = "clamp_to_edge"
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
shader28 = ../../shaders/base/stock.slang
filter_linear28 = true
scale_type28 = source
scale_x28 = 1.0
scale_y28 = 1.0
alias28 = "PrePass"
mipmap_input28 = true
shader29 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
mipmap_input29 = true
alias29 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear30 = true
scale_type30 = source
scale30 = 1.0
float_framebuffer30 = true
alias30 = "LinearizePass"
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 800.0
scale_type_y32 = absolute
scale_y32 = 600.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = absolute
scale_y33 = 600.0
float_framebuffer33 = true
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear34 = true
scale_type_x34 = source
scale_x34 = 1.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection-glass.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/TopLayerImageGradient_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/Placeholder_Transparent_16x16.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Parameters
HSM_TUBE_BLACK_EDGE_SHARPNESS = "90.0000"
HSM_TUBE_BLACK_EDGE_THICKNESS = -7
HSM_BG_OPACITY = "1.000000"
HSM_GLASS_BORDER_ON = "1.000000"
HSM_BZL_WIDTH = 3000
HSM_BZL_HEIGHT = 3000
HSM_BZL_INNER_EDGE_THICKNESS = 350
HSM_BZL_INNER_EDGE_SHARPNESS = 30
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "100.000000"
HSM_BZL_INNER_EDGE_SHADOW = "0.000000"
HSM_FRM_OPACITY = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "35.00000"
HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.900000"
HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "60.0000"
HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000"
HSM_REFLECT_FULLSCREEN_GLOW = "30.000000"
HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "1.500000"
HSM_REFLECT_FADE_AMOUNT = "20.0000"
HSM_REFLECT_RADIAL_FADE_WIDTH = "500.000000"
HSM_REFLECT_RADIAL_FADE_HEIGHT = "300.000000"
HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "500.000000"
HSM_REFLECT_CORNER_FADE = "0.000000"
HSM_REFLECT_BLUR_MIN = "30.0000"
HSM_REFLECT_BLUR_MAX = "60.0000"
HSM_REFLECT_NOISE_AMOUNT = "100.000000"
HSM_REFLECT_NOISE_SAMPLES = "4.000000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_BG_BRIGHTNESS = "0.000000"
HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -183,7 +183,7 @@ shader26 = ../../shaders/base/reflection-glass.slang
scale_type26 = viewport
alias26 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -245,6 +245,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -157,7 +157,7 @@ shader22 = ../../shaders/base/reflection-glass.slang
scale_type22 = viewport
alias22 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -219,6 +219,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -229,7 +229,7 @@ shader31 = ../../shaders/base/reflection-glass.slang
scale_type31 = viewport
alias31 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -291,6 +291,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -194,7 +194,7 @@ shader26 = ../../shaders/base/reflection-glass.slang
scale_type26 = viewport
alias26 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -256,6 +256,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -154,7 +154,7 @@ shader22 = ../../shaders/base/reflection-glass.slang
scale_type22 = viewport
alias22 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -216,6 +216,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -126,6 +126,7 @@ scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear19 = "false"
@ -134,6 +135,7 @@ scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear20 = "false"
@ -200,7 +202,7 @@ shader27 = ../../shaders/base/reflection-glass.slang
scale_type27 = viewport
alias27 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -262,6 +264,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -100,6 +100,7 @@ scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear15 = "false"
@ -108,6 +109,7 @@ scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear16 = "false"
@ -174,7 +176,7 @@ shader23 = ../../shaders/base/reflection-glass.slang
scale_type23 = viewport
alias23 = "BR_CRTAndReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -236,6 +238,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,465 @@
shaders = 35
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-all-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-std.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_y12 = 1.0
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear18 = true
scale_type_x18 = viewport
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
float_framebuffer18 = true
alias18 = Pass1
shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear19 = true
scale_type_x19 = absolute
scale_x19 = 640.0
scale_type_y19 = source
scale_y19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 640.0
scale_type_y20 = absolute
scale_y20 = 480.0
float_framebuffer20 = true
alias20 = GlowPass
shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 640.0
scale_type_y21 = absolute
scale_y21 = 480.0
float_framebuffer21 = true
shader22 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 640.0
scale_type_y22 = absolute
scale_y22 = 480.0
float_framebuffer22 = true
alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear23 = true
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
shader24 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
shader25 = ../../shaders/base/post-crt-prep-image-layers.slang
alias25 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader26 = ../../shaders/base/linearize-crt.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
// scale_x26 = 480
// scale_y26 = 270
// scale_x26 = 960
// scale_y26 = 540
scale_x26 = 800
scale_y26 = 600
alias26 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader27 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input27 = true
filter_linear27 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear28 = true
alias28 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader29 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input29 = true
filter_linear29 = true
scale_type29 = absolute
scale_x29 = 128
scale_y29 = 128
alias29 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader30 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
scale_x30 = 12
scale_y30 = 12
alias30 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader31 = ../../shaders/base/reflection.slang
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader32 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear32 = true
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "BR_LayersUnderCRTPass"
shader33 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader34 = ../../shaders/base/combine-passes.slang
scale_type34 = viewport
alias34 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,395 @@
shaders = 36
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-all-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-std.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
shader11 = ../../shaders/base/stock.slang
// filter_linear11 = "false"
// wrap_mode11 = "clamp_to_border"
// mipmap_input11 = "false"
// float_framebuffer11 = "false"
// srgb_framebuffer11 = "true"
alias11 = XbrSource
shader12 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear12 = "false"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
float_framebuffer12 = "false"
srgb_framebuffer12 = "true"
shader13 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear13 = "false"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "false"
srgb_framebuffer13 = "true"
scale_type_x13 = "source"
scale_x13 = "2.000000"
scale_type_y13 = "source"
scale_y13 = "2.000000"
shader14 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear14 = "false"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "false"
srgb_framebuffer14 = "true"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear15 = "false"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "false"
srgb_framebuffer15 = "true"
scale_type_x15 = "source"
scale_x15 = "1.000000"
scale_type_y15 = "source"
scale_y15 = "1.000000"
shader16 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear16 = false
scale_type_x16 = source
scale_x16 = 1
scale_type_y16 = source
scale_y16 = 0.5
wrap_mode16 = "clamp_to_edge"
shader17 = ../../shaders/base/stock.slang
filter_linear17 = true
scale_type17 = source
scale_x17 = 1.0
scale_y17 = 1.0
alias17 = "PrePass"
mipmap_input17 = true
shader18 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
mipmap_input18 = true
alias18 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear19 = true
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
alias19 = "LinearizePass"
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 800.0
scale_type_y20 = source
scale_y20 = 1.0
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 800.0
scale_type_y21 = absolute
scale_y21 = 600.0
float_framebuffer21 = true
alias21 = GlowPass
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 800.0
scale_type_y22 = absolute
scale_y22 = 600.0
float_framebuffer22 = true
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear23 = true
scale_type_x23 = source
scale_x23 = 1.0
scale_type_y23 = source
scale_y23 = 1.0
float_framebuffer23 = true
alias23 = BloomPass
shader24 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear24 = true
float_framebuffer24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
shader25 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
shader26 = ../../shaders/base/post-crt-prep-image-layers.slang
alias26 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader27 = ../../shaders/base/linearize-crt.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
// scale_x27 = 480
// scale_y27 = 270
// scale_x27 = 960
// scale_y27 = 540
scale_x27 = 800
scale_y27 = 600
alias27 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input28 = true
filter_linear28 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader29 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear29 = true
alias29 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader30 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
scale_x30 = 128
scale_y30 = 128
alias30 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader31 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
scale_x31 = 12
scale_y31 = 12
alias31 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader32 = ../../shaders/base/reflection.slang
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader33 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersUnderCRTPass"
shader34 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear34 = true
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader35 = ../../shaders/base/combine-passes.slang
scale_type35 = viewport
alias35 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -185,7 +185,7 @@ shader27 = ../../shaders/base/combine-passes.slang
scale_type27 = viewport
alias27 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -247,6 +247,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -203,7 +203,7 @@ shader29 = ../../shaders/base/combine-passes.slang
scale_type29 = viewport
alias29 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -265,6 +265,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -177,7 +177,7 @@ shader25 = ../../shaders/base/combine-passes.slang
scale_type25 = viewport
alias25 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -239,6 +239,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -249,7 +249,7 @@ shader34 = ../../shaders/base/combine-passes.slang
scale_type34 = viewport
alias34 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -311,6 +311,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -335,7 +339,7 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -397,6 +401,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -214,7 +214,7 @@ shader29 = ../../shaders/base/combine-passes.slang
scale_type29 = viewport
alias29 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -276,6 +276,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -174,7 +174,7 @@ shader25 = ../../shaders/base/combine-passes.slang
scale_type25 = viewport
alias25 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -236,6 +236,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -126,6 +126,7 @@ scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear19 = "false"
@ -134,6 +135,7 @@ scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear20 = "false"
@ -220,7 +222,7 @@ shader30 = ../../shaders/base/combine-passes.slang
scale_type30 = viewport
alias30 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -282,6 +284,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -100,6 +100,7 @@ scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear15 = "false"
@ -108,6 +109,7 @@ scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear16 = "false"
@ -194,7 +196,7 @@ shader26 = ../../shaders/base/combine-passes.slang
scale_type26 = viewport
alias26 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -256,6 +258,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,399 @@
shaders = 46
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-no-reflect-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-std-no-reflect.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
// wrap_mode17 = "clamp_to_border"
// mipmap_input17 = "false"
// float_framebuffer17 = "false"
// srgb_framebuffer17 = "true"
alias17 = XbrSource
shader18 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "2.000000"
scale_type_y19 = "source"
scale_y19 = "2.000000"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear22 = false
scale_type_x22 = source
scale_x22 = 1
scale_type_y22 = source
scale_y22 = 0.5
wrap_mode22 = "clamp_to_edge"
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_y29 = 1.0
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear35 = true
scale_type_x35 = viewport
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
float_framebuffer35 = true
alias35 = Pass1
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 640.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias42 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader43 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersUnderCRTPass"
shader44 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader45 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type45 = viewport
alias45 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,360 @@
shaders = 41
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-no-reflect-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-std-no-reflect.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
// wrap_mode17 = "clamp_to_border"
// mipmap_input17 = "false"
// float_framebuffer17 = "false"
// srgb_framebuffer17 = "true"
alias17 = XbrSource
shader18 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "2.000000"
scale_type_y19 = "source"
scale_y19 = "2.000000"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear22 = false
scale_type_x22 = source
scale_x22 = 1
scale_type_y22 = source
scale_y22 = 0.5
wrap_mode22 = "clamp_to_edge"
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
shader28 = ../../shaders/base/stock.slang
filter_linear28 = true
scale_type28 = source
scale_x28 = 1.0
scale_y28 = 1.0
alias28 = "PrePass"
mipmap_input28 = true
shader29 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
mipmap_input29 = true
alias29 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear30 = true
scale_type30 = source
scale30 = 1.0
float_framebuffer30 = true
alias30 = "LinearizePass"
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 800.0
scale_type_y32 = absolute
scale_y32 = 600.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = absolute
scale_y33 = 600.0
float_framebuffer33 = true
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear34 = true
scale_type_x34 = source
scale_x34 = 1.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
shader36 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -131,7 +131,7 @@ shader21 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type21 = viewport
alias21 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -193,6 +193,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -149,7 +149,7 @@ shader23 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type23 = viewport
alias23 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -211,6 +211,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -123,7 +123,7 @@ shader19 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type19 = viewport
alias19 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -185,6 +185,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -195,7 +195,7 @@ shader28 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type28 = viewport
alias28 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -257,6 +257,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -160,7 +160,7 @@ shader23 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type23 = viewport
alias23 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -222,6 +222,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -120,7 +120,7 @@ shader19 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type19 = viewport
alias19 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -182,6 +182,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -126,6 +126,7 @@ scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear19 = "false"
@ -134,6 +135,7 @@ scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear20 = "false"
@ -166,7 +168,7 @@ shader24 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type24 = viewport
alias24 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -228,6 +230,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -100,6 +100,7 @@ scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear15 = "false"
@ -108,6 +109,7 @@ scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear16 = "false"
@ -140,7 +142,7 @@ shader20 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type20 = viewport
alias20 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -202,6 +204,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -0,0 +1,319 @@
shaders = 43
shader0 = ../../shaders/base/add-params-potato.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-potato.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro-potato.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
// wrap_mode17 = "clamp_to_border"
// mipmap_input17 = "false"
// float_framebuffer17 = "false"
// srgb_framebuffer17 = "true"
alias17 = XbrSource
shader18 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "2.000000"
scale_type_y19 = "source"
scale_y19 = "2.000000"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear22 = false
scale_type_x22 = source
scale_x22 = 1
scale_type_y22 = source
scale_y22 = 0.5
wrap_mode22 = "clamp_to_edge"
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
shader28 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear28 = false
float_framebuffer28 = true
scale_type_x28 = source
scale_type_y28 = source
scale_x28 = 4.0
scale_y28 = 1.0
frame_count_mod28 = 2
alias28 = NPass1
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer29 = true
filter_linear29 = true
scale_type29 = source
scale_x29 = 0.5
scale_y29 = 1.0
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
shader32 = ../../shaders/base/stock.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
shader33 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
mipmap_input33 = true
alias33 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear35 = true
scale_type_x35 = viewport
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
float_framebuffer35 = true
alias35 = Pass1
shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 640.0
scale_type_y36 = source
scale_y36 = 1.0
float_framebuffer36 = true
shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
float_framebuffer37 = true
alias37 = GlowPass
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-potato.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
shader42 = ../../shaders/base/post-crt-prep-potato.slang
alias42 = "MBZ_PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
BackgroundImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background_Vert.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
// Parameters
HSM_ASPECT_RATIO_MODE = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -0,0 +1,280 @@
shaders = 38
shader0 = ../../shaders/base/add-params-potato.slang
alias0 = "CorePass"
shader1 = ../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../shaders/base/cache-info-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../shaders/base/text-potato.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../shaders/base/intro-potato.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
alias9 = "PreMdaptPass"
// De-Dithering - Mdapt
shader10 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
shader11 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader12 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
// wrap_mode17 = "clamp_to_border"
// mipmap_input17 = "false"
// float_framebuffer17 = "false"
// srgb_framebuffer17 = "true"
alias17 = XbrSource
shader18 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
shader19 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "2.000000"
scale_type_y19 = "source"
scale_y19 = "2.000000"
shader20 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "true"
scale_type_x21 = "source"
scale_x21 = "1.000000"
scale_type_y21 = "source"
scale_y21 = "1.000000"
shader22 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear22 = false
scale_type_x22 = source
scale_x22 = 1
scale_type_y22 = source
scale_y22 = 0.5
wrap_mode22 = "clamp_to_edge"
shader23 = ../../shaders/base/stock.slang
alias23 = "PreCRTPass"
shader24 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
alias24 = "AfterglowPass"
shader25 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear25 = true
scale_type25 = source
mipmap_input25 = true
scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
shader28 = ../../shaders/base/stock.slang
filter_linear28 = true
scale_type28 = source
scale_x28 = 1.0
scale_y28 = 1.0
alias28 = "PrePass"
mipmap_input28 = true
shader29 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
mipmap_input29 = true
alias29 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear30 = true
scale_type30 = source
scale30 = 1.0
float_framebuffer30 = true
alias30 = "LinearizePass"
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 800.0
scale_type_y32 = absolute
scale_y32 = 600.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = absolute
scale_y33 = 600.0
float_framebuffer33 = true
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear34 = true
scale_type_x34 = source
scale_x34 = 1.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-potato.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
shader36 = ../../shaders/guest/hsm-deconvergence-potato.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-potato.slang
alias37 = "MBZ_PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
BackgroundImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background_Vert.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
// Parameters
HSM_ASPECT_RATIO_MODE = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
SHARPEN = 0
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
gamma_c = 0.9
gsl = -1
scanline1 = 3
shadowMask = 3
maskDark = 0.4
maskLight = 1.2
mask_gamma = 4

View file

@ -126,6 +126,7 @@ scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear19 = "false"
@ -134,6 +135,7 @@ scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron-potato.slang"
filter_linear20 = "false"

View file

@ -100,6 +100,7 @@ scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear15 = "false"
@ -108,6 +109,7 @@ scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron-potato.slang"
filter_linear16 = "false"

View file

@ -5,8 +5,6 @@ hcrt_paper_white_nits = "700.000000"
hcrt_brightness = "0.200000"
hcrt_contrast = "0.000000"
hcrt_saturation = "0.000000"
hcrt_gamma_in = "1.720000"
hcrt_expand_gamut = "1.000000"
hcrt_red_scanline_min = "0.2000000"
hcrt_red_scanline_max = "1.050000"
hcrt_red_scanline_attack = "0.300000"

View file

@ -3,7 +3,6 @@
hcrt_paper_white_nits = "700.000000"
hcrt_crt_screen_type = "1.000000"
hcrt_crt_resolution = "2.000000"
hcrt_expand_gamut = "1.000000"
hcrt_red_vertical_convergence = "0.000000"
hcrt_green_vertical_convergence = "0.040000"
hcrt_blue_vertical_convergence = "0.000000"

View file

@ -1,9 +1,10 @@
#reference "shaders/crt-sony-megatron-sdr.slangp"
hcrt_crt_screen_type = "2.000000"
hcrt_paper_white_nits = "600.000000"
hcrt_colour_system = "3.000000"
hcrt_contrast = "0.000000"
hcrt_expand_gamut = "1.000000"
hcrt_brightness = "0.050000"
hcrt_saturation = "0.450000"
hcrt_red_scanline_min = "0.8900000"
hcrt_red_scanline_max = "1.000000"
hcrt_red_scanline_attack = "0.300000"

View file

@ -2,7 +2,6 @@
hcrt_crt_screen_type = "2.000000"
hcrt_paper_white_nits = "200.000000"
hcrt_expand_gamut = "1.000000"
hcrt_red_vertical_convergence = "0.200000"
hcrt_green_vertical_convergence = "0.200000"
hcrt_blue_vertical_convergence = "-0.230000"

View file

@ -2,10 +2,8 @@
hcrt_crt_resolution = "0.000000"
hcrt_colour_system = "3.000000"
hcrt_expand_gamut = "1.000000"
hcrt_brightness = "0.150000"
hcrt_saturation = "0.100000"
hcrt_gamma_in = "2.270000"
hcrt_red_vertical_convergence = "0.000000"
hcrt_green_vertical_convergence = "-0.150000"
hcrt_blue_vertical_convergence = "0.000000"

View file

@ -2,7 +2,6 @@
hcrt_brightness = "0.150000"
hcrt_colour_system = "3.000000"
hcrt_expand_gamut = "1.000000"
hcrt_crt_resolution = "1.000000"
hcrt_red_vertical_convergence = "0.100000"
hcrt_green_vertical_convergence = "0.000000"

View file

@ -1,9 +1,7 @@
#reference "shaders/crt-sony-megatron-sdr.slangp"
hcrt_brightness = "0.150000"
hcrt_brightness = "0.150000"
hcrt_colour_system = "3.000000"
hcrt_expand_gamut = "1.000000"
hcrt_red_vertical_convergence = "-0.140000"
hcrt_green_vertical_convergence = "0.000000"
hcrt_blue_vertical_convergence = "0.000000"

View file

@ -29,4 +29,4 @@ DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory
#reference "../../../MBZ__3__STD__MEGATRON.slangp"
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
hcrt_gamma_in = "2.000000"

View file

@ -1,9 +1,9 @@
shaders = 53
shaders = 54
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 320
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 320
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,251 +62,254 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
alias19 = scalefx_pass0
shader19 = ../../shaders/base/stock.slang
alias19 = refpass
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
float_framebuffer20 = true
alias20 = scalefx_pass0
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
float_framebuffer12 = true
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear22 = false
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader23 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader24 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear24 = false
scale_type24 = source
scale24 = 3
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
alias25 = "AfterglowPass"
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
alias26 = "AfterglowPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader29 = ../../shaders/base/stock.slang
alias29 = "PrePass0"
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear30 = false
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 0.5
scale_type_x30 = source
scale_type_y30 = source
scale_x30 = 4.0
scale_y30 = 1.0
frame_count_mod30 = 2
alias30 = NPass1
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer31 = true
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_x31 = 0.5
scale_y31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader32 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
shader34 = ../../shaders/base/stock.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = "PrePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
mipmap_input35 = true
alias35 = "AvgLumPass"
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader36 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear36 = true
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type36 = source
scale36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
alias36 = "LinearizePass"
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader37 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_x37 = viewport
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = Pass1
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader38 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
scale_type_y38 = source
scale_y38 = 1.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader39 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = GlowPass
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
shader40 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader41 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear41 = true
scale_type_x41 = absolute
scale_x41 = 640.0
scale_type_y41 = absolute
scale_y41 = 480.0
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
alias41 = BloomPass
shader42 = ../../shaders/guest/hsm-deconvergence.slang
shader42 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear42 = true
float_framebuffer42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
shader43 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear43 = true
scale_type43 = viewport
scale_x43 = 1.0
scale_y43 = 1.0
shader44 = ../../shaders/base/post-crt-prep-image-layers.slang
alias44 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
shader45 = ../../shaders/base/linearize-crt.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
// scale_x45 = 480
// scale_y45 = 270
// scale_x45 = 960
// scale_y45 = 540
scale_x45 = 800
scale_y45 = 600
alias45 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input46 = true
filter_linear46 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
shader47 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear47 = true
alias47 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
scale_x48 = 128
scale_y48 = 128
alias48 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader49 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input49 = true
filter_linear49 = true
scale_type49 = absolute
scale_x49 = 12
scale_y49 = 12
alias49 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
shader50 = ../../shaders/base/reflection.slang
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader50 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear50 = true
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_LayersUnderCRTPass"
shader51 = ../../shaders/base/bezel-images-over-crt.slang
shader51 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear51 = true
scale_type51 = viewport
float_framebuffer51 = true
alias51 = "BR_LayersOverCRTPass"
alias51 = "BR_LayersUnderCRTPass"
shader52 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear52 = true
scale_type52 = viewport
float_framebuffer52 = true
alias52 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader52 = ../../shaders/base/combine-passes.slang
scale_type52 = viewport
alias52 = "CombinePass"
shader53 = ../../shaders/base/combine-passes.slang
scale_type53 = viewport
alias53 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -368,6 +371,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -402,6 +409,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// NTSC Parameters

View file

@ -1,9 +1,9 @@
shaders = 53
shaders = 54
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 640
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 640
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,251 +62,254 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
alias19 = scalefx_pass0
shader19 = ../../shaders/base/stock.slang
alias19 = refpass
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
float_framebuffer20 = true
alias20 = scalefx_pass0
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
float_framebuffer12 = true
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear22 = false
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader23 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
scale23 = 1.0
shader24 = ../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader24 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear24 = false
scale_type24 = source
scale24 = 3
shader25 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
alias25 = "AfterglowPass"
shader25 = ../../shaders/base/stock.slang
alias25 = "PreCRTPass"
shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader26 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 1.0
alias26 = "AfterglowPass"
shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear27 = true
scale_type27 = source
mipmap_input27 = true
scale27 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
shader28 = ../../shaders/dogway/hsm-grade.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
shader29 = ../../shaders/base/stock.slang
alias29 = "PrePass0"
shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear29 = false
float_framebuffer29 = true
scale_type_x29 = source
scale_type_y29 = source
scale_x29 = 4.0
scale_y29 = 1.0
frame_count_mod29 = 2
alias29 = NPass1
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear30 = false
float_framebuffer30 = true
filter_linear30 = true
scale_type30 = source
scale_x30 = 0.5
scale_type_x30 = source
scale_type_y30 = source
scale_x30 = 4.0
scale_y30 = 1.0
frame_count_mod30 = 2
alias30 = NPass1
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer31 = true
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_x31 = 0.5
scale_y31 = 1.0
shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader32 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear32 = true
scale_type32 = source
scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
shader34 = ../../shaders/base/stock.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
scale_x34 = 1.0
scale_y34 = 1.0
alias34 = "PrePass"
mipmap_input34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
float_framebuffer35 = true
alias35 = "LinearizePass"
mipmap_input35 = true
alias35 = "AvgLumPass"
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader36 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear36 = true
scale_type_x36 = viewport
scale_x36 = 1.0
scale_type_y36 = source
scale_y36 = 1.0
scale_type36 = source
scale36 = 1.0
float_framebuffer36 = true
alias36 = Pass1
alias36 = "LinearizePass"
shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader37 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear37 = true
scale_type_x37 = absolute
scale_x37 = 640.0
scale_type_x37 = viewport
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = Pass1
shader38 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader38 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear38 = true
scale_type_x38 = absolute
scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
scale_type_y38 = source
scale_y38 = 1.0
float_framebuffer38 = true
alias38 = GlowPass
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader39 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear39 = true
scale_type_x39 = absolute
scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = GlowPass
shader40 = ../../shaders/guest/hsm-bloom_vertical.slang
shader40 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear40 = true
scale_type_x40 = absolute
scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader41 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear41 = true
scale_type_x41 = absolute
scale_x41 = 640.0
scale_type_y41 = absolute
scale_y41 = 480.0
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
alias41 = BloomPass
shader42 = ../../shaders/guest/hsm-deconvergence.slang
shader42 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear42 = true
float_framebuffer42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
shader43 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear43 = true
scale_type43 = viewport
scale_x43 = 1.0
scale_y43 = 1.0
shader44 = ../../shaders/base/post-crt-prep-image-layers.slang
alias44 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader44 = ../../shaders/base/linearize-crt.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
// scale_x44 = 480
// scale_y44 = 270
// scale_x44 = 960
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
shader45 = ../../shaders/base/linearize-crt.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
// scale_x45 = 480
// scale_y45 = 270
// scale_x45 = 960
// scale_y45 = 540
scale_x45 = 800
scale_y45 = 600
alias45 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input46 = true
filter_linear46 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
alias46 = "BR_MirrorBlurredPass"
shader47 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear47 = true
alias47 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader47 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input47 = true
filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input48 = true
filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
alias48 = "BR_MirrorFullscreenGlowPass"
scale_x48 = 128
scale_y48 = 128
alias48 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader49 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input49 = true
filter_linear49 = true
scale_type49 = absolute
scale_x49 = 12
scale_y49 = 12
alias49 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
shader50 = ../../shaders/base/reflection.slang
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader50 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear50 = true
scale_type50 = viewport
float_framebuffer50 = true
alias50 = "BR_LayersUnderCRTPass"
shader51 = ../../shaders/base/bezel-images-over-crt.slang
shader51 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear51 = true
scale_type51 = viewport
float_framebuffer51 = true
alias51 = "BR_LayersOverCRTPass"
alias51 = "BR_LayersUnderCRTPass"
shader52 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear52 = true
scale_type52 = viewport
float_framebuffer52 = true
alias52 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader52 = ../../shaders/base/combine-passes.slang
scale_type52 = viewport
alias52 = "CombinePass"
shader53 = ../../shaders/base/combine-passes.slang
scale_type53 = viewport
alias53 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -368,6 +371,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -402,6 +409,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// NTSC Parameters

View file

@ -1,9 +1,9 @@
shaders = 50
shaders = 51
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 400
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 400
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,230 +62,233 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
alias19 = scalefx_pass0
shader19 = ../../shaders/base/stock.slang
alias19 = refpass
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
float_framebuffer20 = true
alias20 = scalefx_pass0
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
float_framebuffer12 = true
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear22 = false
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader23 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
scale23 = 1.0
shader24 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear24 = false
scale_type24 = source
scale24 = 3
// GTU TV Processing
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
shader25 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type25 = source
scale25 = 1.0
float_framebuffer25 = true
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader26 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x26 = source
scale_x26 = 1.0
scale_type_y26 = source
scale_y26 = 1.0
filter_linear26 = false
float_framebuffer26 = true
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
alias27 = "AfterglowPass"
shader27 = ../../shaders/base/stock.slang
alias27 = "PreCRTPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader28 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
alias28 = "AfterglowPass"
shader29 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear29 = true
scale_type29 = source
mipmap_input29 = true
scale29 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader30 = ../../shaders/dogway/hsm-grade.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
scale30 = 1.0
shader31 = ../../shaders/base/stock.slang
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
shader32 = ../../shaders/base/stock.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader33 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = source
scale_y34 = 1.0
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader35 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
scale_type_y35 = source
scale_y35 = 1.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader36 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
alias36 = GlowPass
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
shader37 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear37 = true
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
scale_type_x37 = absolute
scale_x37 = 800.0
scale_type_y37 = absolute
scale_y37 = 600.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader38 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_type_x38 = source
scale_x38 = 1.0
scale_type_y38 = source
scale_y38 = 1.0
float_framebuffer38 = true
alias38 = BloomPass
shader39 = ../../shaders/guest/hsm-deconvergence.slang
shader39 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear39 = true
float_framebuffer39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-image-layers.slang
alias40 = "MBZ_PostCRTPass"
shader40 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
shader41 = ../../shaders/base/post-crt-prep-image-layers.slang
alias41 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader41 = ../../shaders/base/linearize-crt.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
// scale_x41 = 480
// scale_y41 = 270
// scale_x41 = 960
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
shader42 = ../../shaders/base/linearize-crt.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
// scale_x42 = 480
// scale_y42 = 270
// scale_x42 = 960
// scale_y42 = 540
scale_x42 = 800
scale_y42 = 600
alias42 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input43 = true
filter_linear43 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
alias43 = "BR_MirrorBlurredPass"
shader44 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear44 = true
alias44 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader45 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
alias45 = "BR_MirrorFullscreenGlowPass"
scale_x45 = 128
scale_y45 = 128
alias45 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 12
scale_y46 = 12
alias46 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection.slang
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_CRTAndReflectionPass"
shader47 = ../../shaders/base/reflection.slang
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader47 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear47 = true
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_LayersUnderCRTPass"
shader48 = ../../shaders/base/bezel-images-over-crt.slang
shader48 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear48 = true
scale_type48 = viewport
float_framebuffer48 = true
alias48 = "BR_LayersOverCRTPass"
alias48 = "BR_LayersUnderCRTPass"
shader49 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear49 = true
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader49 = ../../shaders/base/combine-passes.slang
scale_type49 = viewport
alias49 = "CombinePass"
shader50 = ../../shaders/base/combine-passes.slang
scale_type50 = viewport
alias50 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -347,6 +350,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -381,6 +388,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// 3DS Parameters

View file

@ -1,9 +1,9 @@
shaders = 50
shaders = 51
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 640
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 640
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,230 +62,233 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear19 = false
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
alias19 = scalefx_pass0
shader19 = ../../shaders/base/stock.slang
alias19 = refpass
shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
shader20 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
filter_linear20 = false
scale_type20 = source
scale20 = 1.0
float_framebuffer12 = true
float_framebuffer20 = true
alias20 = scalefx_pass0
shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
shader21 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
float_framebuffer12 = true
shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
shader22 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
filter_linear22 = false
scale_type22 = source
scale22 = 1.0
shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
shader23 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
filter_linear23 = false
scale_type23 = source
scale23 = 3
scale23 = 1.0
shader24 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
filter_linear24 = false
scale_type24 = source
scale24 = 3
// GTU TV Processing
shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type24 = source
scale24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x25 = source
scale_x25 = 1.0
scale_type_y25 = source
scale_y25 = 1.0
filter_linear25 = false
shader25 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type25 = source
scale25 = 1.0
float_framebuffer25 = true
shader26 = ../../shaders/base/stock.slang
alias26 = "PreCRTPass"
shader26 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x26 = source
scale_x26 = 1.0
scale_type_y26 = source
scale_y26 = 1.0
filter_linear26 = false
float_framebuffer26 = true
shader27 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
alias27 = "AfterglowPass"
shader27 = ../../shaders/base/stock.slang
alias27 = "PreCRTPass"
shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader28 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear28 = true
scale_type28 = source
mipmap_input28 = true
scale28 = 1.0
alias28 = "AfterglowPass"
shader29 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear29 = true
scale_type29 = source
mipmap_input29 = true
scale29 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader30 = ../../shaders/dogway/hsm-grade.slang
filter_linear30 = true
scale_type30 = source
scale_x30 = 1.0
scale_y30 = 1.0
scale30 = 1.0
shader31 = ../../shaders/base/stock.slang
shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
shader32 = ../../shaders/base/stock.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
scale_x32 = 1.0
scale_y32 = 1.0
alias32 = "PrePass"
mipmap_input32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader33 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
float_framebuffer33 = true
alias33 = "LinearizePass"
mipmap_input33 = true
alias33 = "AvgLumPass"
shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader34 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = source
scale_y34 = 1.0
scale_type34 = source
scale34 = 1.0
float_framebuffer34 = true
alias34 = "LinearizePass"
shader35 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader35 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
scale_type_y35 = source
scale_y35 = 1.0
float_framebuffer35 = true
alias35 = GlowPass
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader36 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear36 = true
scale_type_x36 = absolute
scale_x36 = 800.0
scale_type_y36 = absolute
scale_y36 = 600.0
float_framebuffer36 = true
alias36 = GlowPass
shader37 = ../../shaders/guest/hsm-bloom_vertical.slang
shader37 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear37 = true
scale_type_x37 = source
scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
scale_type_x37 = absolute
scale_x37 = 800.0
scale_type_y37 = absolute
scale_y37 = 600.0
float_framebuffer37 = true
alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader38 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_type_x38 = source
scale_x38 = 1.0
scale_type_y38 = source
scale_y38 = 1.0
float_framebuffer38 = true
alias38 = BloomPass
shader39 = ../../shaders/guest/hsm-deconvergence.slang
shader39 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear39 = true
float_framebuffer39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
shader40 = ../../shaders/base/post-crt-prep-image-layers.slang
alias40 = "MBZ_PostCRTPass"
shader40 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
shader41 = ../../shaders/base/post-crt-prep-image-layers.slang
alias41 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader41 = ../../shaders/base/linearize-crt.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
// scale_x41 = 480
// scale_y41 = 270
// scale_x41 = 960
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
shader42 = ../../shaders/base/linearize-crt.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
// scale_x42 = 480
// scale_y42 = 270
// scale_x42 = 960
// scale_y42 = 540
scale_x42 = 800
scale_y42 = 600
alias42 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input43 = true
filter_linear43 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
alias43 = "BR_MirrorBlurredPass"
shader44 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear44 = true
alias44 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader44 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input44 = true
filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader45 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input45 = true
filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
alias45 = "BR_MirrorFullscreenGlowPass"
scale_x45 = 128
scale_y45 = 128
alias45 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader46 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input46 = true
filter_linear46 = true
scale_type46 = absolute
scale_x46 = 12
scale_y46 = 12
alias46 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection.slang
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_CRTAndReflectionPass"
shader47 = ../../shaders/base/reflection.slang
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader47 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear47 = true
scale_type47 = viewport
float_framebuffer47 = true
alias47 = "BR_LayersUnderCRTPass"
shader48 = ../../shaders/base/bezel-images-over-crt.slang
shader48 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear48 = true
scale_type48 = viewport
float_framebuffer48 = true
alias48 = "BR_LayersOverCRTPass"
alias48 = "BR_LayersUnderCRTPass"
shader49 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear49 = true
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader49 = ../../shaders/base/combine-passes.slang
scale_type49 = viewport
alias49 = "CombinePass"
shader50 = ../../shaders/base/combine-passes.slang
scale_type50 = viewport
alias50 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -347,6 +350,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
@ -381,6 +388,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// DREZ Parameters

View file

@ -1,9 +1,9 @@
shaders = 47
shaders = 48
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 320
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 320
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,220 +62,223 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
scale19 = 1.0
alias19 = "AfterglowPass"
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
alias20 = "AfterglowPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader23 = ../../shaders/base/stock.slang
alias23 = "PrePass0"
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear24 = false
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 0.5
scale_type_x24 = source
scale_type_y24 = source
scale_x24 = 4.0
scale_y24 = 1.0
frame_count_mod24 = 2
alias24 = NPass1
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer25 = true
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_x25 = 0.5
scale_y25 = 1.0
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
shader27 = ../../shaders/base/stock.slang
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
shader28 = ../../shaders/guest/hsm-avg-lum.slang
shader28 = ../../shaders/base/stock.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
scale_x28 = 1.0
scale_y28 = 1.0
alias28 = "PrePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader29 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
mipmap_input29 = true
alias29 = "AvgLumPass"
shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear30 = true
scale_type_x30 = viewport
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
scale_type30 = source
scale30 = 1.0
float_framebuffer30 = true
alias30 = Pass1
alias30 = "LinearizePass"
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 640.0
scale_type_x31 = viewport
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = Pass1
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 640.0
scale_type_y33 = absolute
scale_y33 = 480.0
float_framebuffer33 = true
alias33 = GlowPass
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
shader34 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader35 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 640.0
scale_type_y35 = absolute
scale_y35 = 480.0
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
alias35 = BloomPass
shader36 = ../../shaders/guest/hsm-deconvergence.slang
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear36 = true
float_framebuffer36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-image-layers.slang
alias37 = "MBZ_PostCRTPass"
shader37 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear37 = true
scale_type37 = viewport
scale_x37 = 1.0
scale_y37 = 1.0
shader38 = ../../shaders/base/post-crt-prep-image-layers.slang
alias38 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
shader39 = ../../shaders/base/linearize-crt.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
// scale_x39 = 480
// scale_y39 = 270
// scale_x39 = 960
// scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
alias39 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input40 = true
filter_linear40 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
shader41 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
alias41 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
scale_x42 = 128
scale_y42 = 128
alias42 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
alias43 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection.slang
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_CRTAndReflectionPass"
shader44 = ../../shaders/base/reflection.slang
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader44 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersUnderCRTPass"
shader45 = ../../shaders/base/bezel-images-over-crt.slang
shader45 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
alias45 = "BR_LayersUnderCRTPass"
shader46 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear46 = true
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader46 = ../../shaders/base/combine-passes.slang
scale_type46 = viewport
alias46 = "CombinePass"
shader47 = ../../shaders/base/combine-passes.slang
scale_type47 = viewport
alias47 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -337,6 +340,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 47
shaders = 48
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 640
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 640
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,220 +62,223 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
scale19 = 1.0
alias19 = "AfterglowPass"
shader19 = ../../shaders/base/stock.slang
alias19 = "PreCRTPass"
shader20 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader20 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
alias20 = "AfterglowPass"
shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear21 = true
scale_type21 = source
mipmap_input21 = true
scale21 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
shader22 = ../../shaders/dogway/hsm-grade.slang
filter_linear22 = true
scale_type22 = source
scale22 = 1.0
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
shader23 = ../../shaders/base/stock.slang
alias23 = "PrePass0"
shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear23 = false
float_framebuffer23 = true
scale_type_x23 = source
scale_type_y23 = source
scale_x23 = 4.0
scale_y23 = 1.0
frame_count_mod23 = 2
alias23 = NPass1
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear24 = false
float_framebuffer24 = true
filter_linear24 = true
scale_type24 = source
scale_x24 = 0.5
scale_type_x24 = source
scale_type_y24 = source
scale_x24 = 4.0
scale_y24 = 1.0
frame_count_mod24 = 2
alias24 = NPass1
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer25 = true
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_x25 = 0.5
scale_y25 = 1.0
shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear26 = true
scale_type26 = source
scale_x26 = 1.0
scale_y26 = 1.0
shader27 = ../../shaders/base/stock.slang
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
alias27 = "PrePass"
mipmap_input27 = true
shader28 = ../../shaders/guest/hsm-avg-lum.slang
shader28 = ../../shaders/base/stock.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
scale_x28 = 1.0
scale_y28 = 1.0
alias28 = "PrePass"
mipmap_input28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader29 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
float_framebuffer29 = true
alias29 = "LinearizePass"
mipmap_input29 = true
alias29 = "AvgLumPass"
shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear30 = true
scale_type_x30 = viewport
scale_x30 = 1.0
scale_type_y30 = source
scale_y30 = 1.0
scale_type30 = source
scale30 = 1.0
float_framebuffer30 = true
alias30 = Pass1
alias30 = "LinearizePass"
shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear31 = true
scale_type_x31 = absolute
scale_x31 = 640.0
scale_type_x31 = viewport
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = Pass1
shader32 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = GlowPass
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 640.0
scale_type_y33 = absolute
scale_y33 = 480.0
float_framebuffer33 = true
alias33 = GlowPass
shader34 = ../../shaders/guest/hsm-bloom_vertical.slang
shader34 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader35 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear35 = true
scale_type_x35 = absolute
scale_x35 = 640.0
scale_type_y35 = absolute
scale_y35 = 480.0
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
alias35 = BloomPass
shader36 = ../../shaders/guest/hsm-deconvergence.slang
shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear36 = true
float_framebuffer36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
shader37 = ../../shaders/base/post-crt-prep-image-layers.slang
alias37 = "MBZ_PostCRTPass"
shader37 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear37 = true
scale_type37 = viewport
scale_x37 = 1.0
scale_y37 = 1.0
shader38 = ../../shaders/base/post-crt-prep-image-layers.slang
alias38 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader38 = ../../shaders/base/linearize-crt.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
// scale_x38 = 480
// scale_y38 = 270
// scale_x38 = 960
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
shader39 = ../../shaders/base/linearize-crt.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
// scale_x39 = 480
// scale_y39 = 270
// scale_x39 = 960
// scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
alias39 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input40 = true
filter_linear40 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
alias40 = "BR_MirrorBlurredPass"
shader41 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
alias41 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader41 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input41 = true
filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader42 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
alias42 = "BR_MirrorFullscreenGlowPass"
scale_x42 = 128
scale_y42 = 128
alias42 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader43 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
alias43 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection.slang
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_CRTAndReflectionPass"
shader44 = ../../shaders/base/reflection.slang
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader44 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear44 = true
scale_type44 = viewport
float_framebuffer44 = true
alias44 = "BR_LayersUnderCRTPass"
shader45 = ../../shaders/base/bezel-images-over-crt.slang
shader45 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear45 = true
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
alias45 = "BR_LayersUnderCRTPass"
shader46 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear46 = true
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader46 = ../../shaders/base/combine-passes.slang
scale_type46 = viewport
alias46 = "CombinePass"
shader47 = ../../shaders/base/combine-passes.slang
scale_type47 = viewport
alias47 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -337,6 +340,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 1440
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 1440
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 320
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 320
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 320
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 320
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 400
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 400
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 640
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 640
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 256
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 256
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 480
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 480
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 960
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 960
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,199 +62,202 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type_x28 = absolute
scale_x28 = 800.0
scale_type_y28 = source
scale_y28 = 1.0
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear29 = true
scale_type_x29 = absolute
scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
scale_type_y29 = source
scale_y29 = 1.0
float_framebuffer29 = true
alias29 = GlowPass
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear30 = true
scale_type_x30 = absolute
scale_x30 = 800.0
scale_type_y30 = absolute
scale_y30 = 600.0
float_framebuffer30 = true
alias30 = GlowPass
shader31 = ../../shaders/guest/hsm-bloom_vertical.slang
shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear31 = true
scale_type_x31 = source
scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
scale_type_x31 = absolute
scale_x31 = 800.0
scale_type_y31 = absolute
scale_y31 = 600.0
float_framebuffer31 = true
alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader32 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_type_x32 = source
scale_x32 = 1.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
alias32 = BloomPass
shader33 = ../../shaders/guest/hsm-deconvergence.slang
shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear33 = true
float_framebuffer33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
shader34 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear34 = true
scale_type34 = viewport
scale_x34 = 1.0
scale_y34 = 1.0
shader35 = ../../shaders/base/post-crt-prep-image-layers.slang
alias35 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader35 = ../../shaders/base/linearize-crt.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
// scale_x35 = 480
// scale_y35 = 270
// scale_x35 = 960
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
shader36 = ../../shaders/base/linearize-crt.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
// scale_x36 = 480
// scale_y36 = 270
// scale_x36 = 960
// scale_y36 = 540
scale_x36 = 800
scale_y36 = 600
alias36 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input37 = true
filter_linear37 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
alias37 = "BR_MirrorBlurredPass"
shader38 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear38 = true
alias38 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader38 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader39 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
alias39 = "BR_MirrorFullscreenGlowPass"
scale_x39 = 128
scale_y39 = 128
alias39 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader40 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
scale_x40 = 12
scale_y40 = 12
alias40 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
shader41 = ../../shaders/base/reflection.slang
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader41 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear41 = true
scale_type41 = viewport
float_framebuffer41 = true
alias41 = "BR_LayersUnderCRTPass"
shader42 = ../../shaders/base/bezel-images-over-crt.slang
shader42 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear42 = true
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_LayersOverCRTPass"
alias42 = "BR_LayersUnderCRTPass"
shader43 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear43 = true
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/combine-passes.slang
scale_type43 = viewport
alias43 = "CombinePass"
shader44 = ../../shaders/base/combine-passes.slang
scale_type44 = viewport
alias44 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -316,6 +319,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

View file

@ -1,9 +1,9 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang
shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
filter_linear1 = false
scale_type_x1 = absolute
scale_x1 = 400
@ -11,7 +11,7 @@ scale_type_y1 = viewport
scaley0 = 1.0
wrap_mode1 = "clamp_to_edge"
shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang
shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
filter_linear2 = false
scale_type2 = absolute
scale_x2 = 400
@ -48,7 +48,7 @@ scale_type6 = source
scale6 = 1.0
alias6 = "IntroPass"
shader7 = ../../shaders/base/linearize.slang
shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias7 = LinearGamma
shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
@ -62,159 +62,162 @@ shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader16 = ../../shaders/base/delinearize.slang
shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
shader19 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x19 = source
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
filter_linear19 = false
// GTU TV Processing
shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/stock.slang
alias20 = "PreCRTPass"
shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x20 = source
scale_x20 = 1.0
scale_type_y20 = source
scale_y20 = 1.0
filter_linear20 = false
float_framebuffer20 = true
shader21 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear21 = true
scale_type21 = source
scale21 = 1.0
alias21 = "AfterglowPass"
shader21 = ../../shaders/base/stock.slang
alias21 = "PreCRTPass"
shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader22 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear22 = true
scale_type22 = source
mipmap_input22 = true
scale22 = 1.0
alias22 = "AfterglowPass"
shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear23 = true
scale_type23 = source
mipmap_input23 = true
scale23 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
scale_type23 = source
scale23 = 1.0
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader24 = ../../shaders/dogway/hsm-grade.slang
filter_linear24 = true
scale_type24 = source
scale_x24 = 1.0
scale_y24 = 1.0
scale24 = 1.0
shader25 = ../../shaders/base/stock.slang
shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
shader26 = ../../shaders/base/stock.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
scale_x26 = 1.0
scale_y26 = 1.0
alias26 = "PrePass"
mipmap_input26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
float_framebuffer27 = true
alias27 = "LinearizePass"
mipmap_input27 = true
alias27 = "AvgLumPass"
shader28 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
float_framebuffer28 = true
alias28 = "LinearizePass"
shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear29 = "false"
scale_type29 = "viewport"
scale29 = "1.0"
shader29 = ../../shaders/base/delinearize.slang
shader30 = ../../shaders/base/post-crt-prep-image-layers.slang
alias30 = "MBZ_PostCRTPass"
shader30 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear30 = "false"
scale_type30 = "viewport"
scale30 = "1.0"
shader31 = ../../shaders/base/post-crt-prep-image-layers.slang
alias31 = "MBZ_PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader31 = ../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
// scale_x31 = 480
// scale_y31 = 270
// scale_x31 = 960
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
shader32 = ../../shaders/base/linearize-crt.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
// scale_x32 = 480
// scale_y32 = 270
// scale_x32 = 960
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input33 = true
filter_linear33 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
alias33 = "BR_MirrorBlurredPass"
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
alias34 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader34 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader35 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
alias35 = "BR_MirrorFullscreenGlowPass"
scale_x35 = 128
scale_y35 = 128
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader36 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input36 = true
filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
alias36 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection.slang
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_CRTAndReflectionPass"
shader37 = ../../shaders/base/reflection.slang
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_CRTAndReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader37 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_LayersUnderCRTPass"
shader38 = ../../shaders/base/bezel-images-over-crt.slang
shader38 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_LayersOverCRTPass"
alias38 = "BR_LayersUnderCRTPass"
shader39 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear39 = true
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader39 = ../../shaders/base/combine-passes.slang
scale_type39 = viewport
alias39 = "CombinePass"
shader40 = ../../shaders/base/combine-passes.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
@ -276,6 +279,10 @@ DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1

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