From 45feee4b51d1b58256a57cb314d3d1853cd9ae67 Mon Sep 17 00:00:00 2001 From: HyperspaceMadness Date: Sun, 11 Sep 2022 21:38:16 -0400 Subject: [PATCH] Mega Bezel updated to V1.2.0_2022-09-11 --- .../MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp | 278 ++++++------ .../MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp | 260 +++++------ .../MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp | 342 +++++++------- .../MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp | 318 ++++++------- .../MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp | 262 +++++------ ..._0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp | 312 ++++++------- .../MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp | 296 +++++++------ ..._0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp | 300 +++++++------ .../MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp | 276 ++++++------ ...MOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp | 270 ++++++------ ..._0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp | 254 +++++------ .../MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp | 370 ++++++++-------- .../MBZ__0__SMOOTH-ADV__GDV.slangp | 346 ++++++++------- .../MBZ__0__SMOOTH-ADV__LCD-GRID.slangp | 290 ++++++------ .../MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp | 340 +++++++------- .../MBZ__0__SMOOTH-ADV__MEGATRON.slangp | 324 +++++++------- .../MBZ__1__ADV-RESHADE-FX__GDV.slangp | 412 ++++++++--------- .../MBZ__1__ADV__EASYMODE.slangp | 262 +++++------ .../MBZ__1__ADV__GDV-MINI-NTSC.slangp | 254 +++++------ .../MBZ__1__ADV__GDV-MINI.slangp | 244 +++++----- .../MBZ__1__ADV__GDV-NTSC.slangp | 320 +++++++------- .../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp | 302 ++++++------- .../MBZ__1__ADV__LCD-GRID.slangp | 246 ++++++----- .../MBZ__1__ADV__MEGATRON-NTSC.slangp | 290 ++++++------ .../MBZ__1__ADV__MEGATRON.slangp | 280 ++++++------ .../MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp | 384 ++++++++-------- .../MBZ__2__ADV-GLASS__EASYMODE.slangp | 234 +++++----- .../MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp | 226 +++++----- .../MBZ__2__ADV-GLASS__GDV-MINI.slangp | 216 ++++----- .../MBZ__2__ADV-GLASS__GDV-NTSC.slangp | 292 ++++++------ .../MBZ__2__ADV-GLASS__GDV.slangp | 274 ++++++------ .../MBZ__2__ADV-GLASS__LCD-GRID.slangp | 218 ++++----- .../MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp | 262 +++++------ .../MBZ__2__ADV-GLASS__MEGATRON.slangp | 252 +++++------ .../MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp | 250 ++++++----- .../MBZ__2__ADV-NO-REFLECT__GDV.slangp | 232 +++++----- ...Z__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp | 220 ++++----- .../MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp | 210 ++++----- .../MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp | 8 +- .../MBZ__3__STD-GLASS__GDV-MINI.slangp | 6 +- .../MBZ__3__STD-GLASS__GDV-NTSC.slangp | 8 +- .../MBZ__3__STD-GLASS__GDV.slangp | 6 +- .../MBZ__3__STD-GLASS__LCD-GRID.slangp | 6 +- .../MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp | 14 +- .../MBZ__3__STD-GLASS__MEGATRON.slangp | 12 +- .../MBZ__3__STD__EASYMODE.slangp | 6 +- .../MBZ__3__STD__GDV-MINI-NTSC.slangp | 8 +- .../MBZ__3__STD__GDV-MINI.slangp | 6 +- .../MBZ__3__STD__GDV-NTSC.slangp | 8 +- .../Base_CRT_Presets/MBZ__3__STD__GDV.slangp | 6 +- .../MBZ__3__STD__LCD-GRID.slangp | 6 +- .../MBZ__3__STD__MEGATRON-NTSC.slangp | 14 +- .../MBZ__3__STD__MEGATRON.slangp | 12 +- .../MBZ__4__STD-NO-REFLECT__EASYMODE.slangp | 6 +- ...Z__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp | 8 +- .../MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp | 6 +- .../MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp | 8 +- .../MBZ__4__STD-NO-REFLECT__GDV.slangp | 6 +- .../MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp | 6 +- ...Z__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp | 14 +- .../MBZ__4__STD-NO-REFLECT__MEGATRON.slangp | 12 +- .../MBZ__5__POTATO__EASYMODE.slangp | 6 +- .../MBZ__5__POTATO__GDV-MINI-NTSC.slangp | 4 +- .../MBZ__5__POTATO__GDV-MINI.slangp | 2 +- .../MBZ__5__POTATO__GDV-NTSC.slangp | 8 +- .../MBZ__5__POTATO__GDV.slangp | 6 +- .../MBZ__5__POTATO__LCD-GRID.slangp | 6 +- .../MBZ__5__POTATO__MEGATRON-NTSC.slangp | 14 +- .../MBZ__5__POTATO__MEGATRON.slangp | 12 +- ..._0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp | 417 +++++++++--------- ..._0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp | 417 +++++++++--------- ...__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp | 385 ++++++++-------- .../MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp | 385 ++++++++-------- .../MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp | 379 ++++++++-------- .../MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp | 379 ++++++++-------- .../MBZ__1__ADV__GDV__DREZ-1080p.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-224p.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-240p.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-480p.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp | 343 +++++++------- .../MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp | 358 +++++++++++++++ ..._1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp | 285 ++++++------ ..._1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp | 285 ++++++------ ..._1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp | 285 ++++++------ ...Z__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp | 245 +++++----- ...Z__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp | 247 ++++++----- .../MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp | 215 ++++----- .../MBZ__3__STD__GDV-MINI__DREZ-240p.slangp | 215 ++++----- .../MBZ__3__STD__GDV-MINI__DREZ-480p.slangp | 217 ++++----- .../MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp | 283 ++++++------ .../MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp | 283 ++++++------ .../MBZ__3__STD__GDV__DREZ-1080p.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-224p.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-240p.slangp | 247 ++++++----- ...BZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-480p.slangp | 247 ++++++----- ...BZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp | 247 ++++++----- .../MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp | 312 +++++++++++++ ..._3__STD__LCD-GRID__DREZ-3DS-400x480.slangp | 215 ++++----- ..._3__STD__LCD-GRID__DREZ-NDS-256x384.slangp | 215 ++++----- ..._3__STD__LCD-GRID__DREZ-PSP-480x272.slangp | 215 ++++----- .../Newpixie-Clone__STD__GDV.slangp | 2 +- .../Smoothed_Antialias__SMOOTH-ADV.slangp | 2 +- .../Smoothed_Horz_Vert__SMOOTH-ADV.slangp | 2 +- bezel/Mega_Bezel/README.md | 63 ++- bezel/Mega_Bezel/shaders/ShaderTodo.txt | 18 +- .../Mega_Bezel/shaders/base/bezel-images.inc | 49 +- bezel/Mega_Bezel/shaders/base/cache-info.inc | 31 +- .../shaders/base/common/globals.inc | 19 +- .../base/common/params-0-screen-scale.inc | 11 +- .../shaders/base/common/params-2-bezel.inc | 34 +- .../base/common/params-4-image-layers.inc | 38 +- bezel/Mega_Bezel/shaders/base/rescale.inc | 77 ---- bezel/Mega_Bezel/shaders/base/stock.slang | 8 + .../shaders/base/text-resolution.inc | 16 +- .../checkerboard-dedither-pass1.slang | 124 ++++++ .../checkerboard-dedither-pass2.slang | 131 ++++++ .../checkerboard-dedither-pass3.slang | 132 ++++++ .../checkerboard-dedither_version.txt | 1 + .../checkerboard-dedither/linearize.slang | 53 +++ .../hyllian/cubic/hsm-b-spline-x.slang | 132 ++++++ .../hyllian/cubic/hsm-b-spline-y.slang | 129 ++++++ .../sgenpt-mix}/hsm-sgenpt-mix-pass2.slang | 0 .../sgenpt-mix}/hsm-sgenpt-mix.slang | 0 .../shaders/mdapt/hsm-mdapt-pass0.slang | 13 +- .../shaders/mdapt/hsm-mdapt-pass1.slang | 8 +- .../shaders/mdapt/hsm-mdapt-pass2.slang | 9 +- .../shaders/mdapt/hsm-mdapt-pass3.slang | 13 +- .../shaders/mdapt/hsm-mdapt-pass4.slang | 28 +- 134 files changed, 12534 insertions(+), 10438 deletions(-) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp delete mode 100644 bezel/Mega_Bezel/shaders/base/rescale.inc create mode 100644 bezel/Mega_Bezel/shaders/base/stock.slang create mode 100644 bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang create mode 100644 bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang create mode 100644 bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang create mode 100644 bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither_version.txt create mode 100644 bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang create mode 100644 bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-x.slang create mode 100644 bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-y.slang rename bezel/Mega_Bezel/shaders/{hsm-sgenpt-mix => hyllian/sgenpt-mix}/hsm-sgenpt-mix-pass2.slang (100%) rename bezel/Mega_Bezel/shaders/{hsm-sgenpt-mix => hyllian/sgenpt-mix}/hsm-sgenpt-mix.slang (100%) diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp index 4798075..479dcae 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp @@ -1,9 +1,9 @@ -shaders = 40 +shaders = 44 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,187 +40,193 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang -filter_linear29 = false -srgb_framebuffer29 = true +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang -filter_linear30 = false -srgb_framebuffer30 = true +shader30 = ../../shaders/base/stock.slang +filter_linear30 = true +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 +alias30 = "PrePass" +mipmap_input30 = true -shader31 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang -filter_linear31 = false -srgb_framebuffer31 = true +shader31 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "LinearizePass" + +shader33 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang +filter_linear33 = false +srgb_framebuffer33 = true + +shader34 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang +filter_linear34 = false +srgb_framebuffer34 = true + +shader35 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +filter_linear35 = false +srgb_framebuffer35 = true // Easymode's Shader! -shader32 = ../../shaders/easymode/hsm-crt-easymode-halation.slang -filter_linear32 = true -scale_type32 = viewport -float_framebuffer32 = true +shader36 = ../../shaders/easymode/hsm-crt-easymode-halation.slang +filter_linear36 = true +scale_type36 = viewport +float_framebuffer36 = true -shader33 = ../../shaders/base/post-crt-prep-glass.slang -alias33 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input35 = true -filter_linear35 = true +shader39 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input39 = true +filter_linear39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader36 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear36 = true -alias36 = "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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 128 -scale_y37 = 128 -alias37 = "BR_MirrorReflectionDiffusedPass" +shader41 = ../../../../blurs/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 -shader38 = ../../../../blurs/blur9x9.slang -mipmap_input38 = true -filter_linear38 = true -scale_type38 = absolute -scale_x38 = 12 -scale_y38 = 12 -alias38 = "BR_MirrorFullscreenGlowPass" +shader42 = ../../../../blurs/blur9x9.slang +mipmap_input42 = true +filter_linear42 = true +scale_type42 = absolute +scale_x42 = 12 +scale_y42 = 12 +alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader39 = ../../shaders/base/reflection-glass.slang -scale_type39 = viewport -alias39 = "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;" @@ -348,7 +354,7 @@ g_vignette = "0.0" gamma_out = 2.2 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -356,3 +362,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp index 3d1260d..1c5ccf0 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp @@ -1,9 +1,9 @@ -shaders = 38 +shaders = 42 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,179 +40,185 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/base/delinearize.slang +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type30 = viewport +shader30 = ../../shaders/base/stock.slang +filter_linear30 = true +scale_type30 = source scale_x30 = 1.0 scale_y30 = 1.0 -filter_linear30 = true +alias30 = "PrePass" +mipmap_input30 = true + +shader31 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "LinearizePass" + +shader33 = ../../shaders/base/delinearize.slang + +shader34 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type34 = viewport +scale_x34 = 1.0 +scale_y34 = 1.0 +filter_linear34 = true g_sat = 0.15 -shader31 = ../../shaders/base/post-crt-prep-glass.slang -alias31 = "MBZ_PostCRTPass" +shader35 = ../../shaders/base/post-crt-prep-glass.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 -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" +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) ---------------------------------------------------------------- -shader33 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input33 = true -filter_linear33 = true +shader37 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input37 = true +filter_linear37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear34 = true -alias34 = "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 -shader35 = ../../../../blurs/blur9x9.slang -mipmap_input35 = true -filter_linear35 = true -scale_type35 = absolute -scale_x35 = 128 -scale_y35 = 128 -alias35 = "BR_MirrorReflectionDiffusedPass" +shader39 = ../../../../blurs/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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 12 -scale_y36 = 12 -alias36 = "BR_MirrorFullscreenGlowPass" +shader40 = ../../../../blurs/blur9x9.slang +mipmap_input40 = true +filter_linear40 = true +scale_type40 = absolute +scale_x40 = 12 +scale_y40 = 12 +alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader37 = ../../shaders/base/reflection-glass.slang -scale_type37 = viewport -alias37 = "BR_CRTAndReflectionPass" +shader41 = ../../shaders/base/reflection-glass.slang +scale_type41 = viewport +alias41 = "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;" @@ -337,7 +343,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -345,3 +351,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp index 31a3def..1e277e9 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 45 +shaders = 49 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,237 +40,243 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer12 = true -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false scale_type21 = source -mipmap_input21 = true scale21 = 1.0 +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false +scale_type22 = source +scale22 = 3 + +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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true -scale_type22 = source -scale22 = 1.0 - -shader23 = ../../../../stock.slang -alias23 = "PrePass0" - -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -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-pass2.slang -float_framebuffer25 = true -filter_linear25 = true -scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 - -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/dogway/hsm-grade.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +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 +shader27 = ../../shaders/base/stock.slang +alias27 = "PrePass0" -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 +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 -alias28 = "PrePass" -mipmap_input28 = true +frame_count_mod28 = 2 +alias28 = NPass1 -shader29 = ../../shaders/guest/hsm-avg-lum.slang +shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer29 = true filter_linear29 = true scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +scale_x29 = 0.5 +scale_y29 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +scale_x30 = 1.0 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear31 = true -scale_type_x31 = viewport +scale_type31 = source scale_x31 = 1.0 -scale_type_y31 = source scale_y31 = 1.0 -float_framebuffer31 = true -alias31 = Pass1 -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/base/stock.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 640.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 +alias32 = "PrePass" +mipmap_input32 = true -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/guest/hsm-avg-lum.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 +scale_type33 = source +scale33 = 1.0 +mipmap_input33 = true +alias33 = "AvgLumPass" -shader34 = ../../shaders/guest/hsm-bloom_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 = 640.0 -scale_type_y34 = absolute -scale_y34 = 480.0 +scale_type34 = source +scale34 = 1.0 float_framebuffer34 = true +alias34 = "LinearizePass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear35 = true -scale_type_x35 = absolute -scale_x35 = 640.0 -scale_type_y35 = absolute -scale_y35 = 480.0 +scale_type_x35 = viewport +scale_x35 = 1.0 +scale_type_y35 = source +scale_y35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = Pass1 -shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +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 -scale_type36 = viewport -scale_x36 = 1.0 -scale_y36 = 1.0 -shader37 = ../../shaders/guest/hsm-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 640.0 +scale_type_y37 = absolute +scale_y37 = 480.0 +float_framebuffer37 = true +alias37 = GlowPass -shader38 = ../../shaders/base/post-crt-prep-glass.slang -alias38 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader40 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input40 = true -filter_linear40 = true +shader44 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input44 = true +filter_linear44 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader41 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear41 = true -alias41 = "BR_MirrorBlurredPass" +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 -shader42 = ../../../../blurs/blur9x9.slang -mipmap_input42 = true -filter_linear42 = true -scale_type42 = absolute -scale_x42 = 128 -scale_y42 = 128 -alias42 = "BR_MirrorReflectionDiffusedPass" +shader46 = ../../../../blurs/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 -shader43 = ../../../../blurs/blur9x9.slang -mipmap_input43 = true -filter_linear43 = true -scale_type43 = absolute -scale_x43 = 12 -scale_y43 = 12 -alias43 = "BR_MirrorFullscreenGlowPass" +shader47 = ../../../../blurs/blur9x9.slang +mipmap_input47 = true +filter_linear47 = true +scale_type47 = absolute +scale_x47 = 12 +scale_y47 = 12 +alias47 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader44 = ../../shaders/base/reflection-glass.slang -scale_type44 = viewport -alias44 = "BR_CRTAndReflectionPass" +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;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -395,7 +401,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -404,6 +410,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // NTSC Parameters GAMMA_INPUT = 2.0 gamma_out = 1.95 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp index d81618a..a79c735 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 42 +shaders = 46 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,216 +40,222 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 800.0 -scale_type_y29 = source -scale_y29 = 1.0 -float_framebuffer29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader30 = ../../shaders/base/stock.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 +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 +alias30 = "PrePass" +mipmap_input30 = true -shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader31 = ../../shaders/guest/hsm-avg-lum.slang filter_linear31 = true -scale_type_x31 = absolute -scale_x31 = 800.0 -scale_type_y31 = absolute -scale_y31 = 600.0 -float_framebuffer31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" -shader32 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear32 = true -scale_type_x32 = source -scale_x32 = 1.0 -scale_type_y32 = source -scale_y32 = 1.0 +scale_type32 = source +scale32 = 1.0 float_framebuffer32 = true -alias32 = BloomPass +alias32 = "LinearizePass" -shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader33 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear33 = true +scale_type_x33 = absolute +scale_x33 = 800.0 +scale_type_y33 = source +scale_y33 = 1.0 float_framebuffer33 = true -scale_type33 = viewport -scale_x33 = 1.0 -scale_y33 = 1.0 -shader34 = ../../shaders/guest/hsm-deconvergence.slang +shader34 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear34 = true -scale_type34 = viewport -scale_x34 = 1.0 -scale_y34 = 1.0 +scale_type_x34 = absolute +scale_x34 = 800.0 +scale_type_y34 = absolute +scale_y34 = 600.0 +float_framebuffer34 = true +alias34 = GlowPass -shader35 = ../../shaders/base/post-crt-prep-glass.slang -alias35 = "MBZ_PostCRTPass" +shader35 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear35 = true +scale_type_x35 = absolute +scale_x35 = 800.0 +scale_type_y35 = absolute +scale_y35 = 600.0 +float_framebuffer35 = true + +shader36 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear36 = true +scale_type_x36 = source +scale_x36 = 1.0 +scale_type_y36 = source +scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = BloomPass + +shader37 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear37 = true +float_framebuffer37 = true +scale_type37 = viewport +scale_x37 = 1.0 +scale_y37 = 1.0 + +shader38 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear38 = true +scale_type38 = viewport +scale_x38 = 1.0 +scale_y38 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader37 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input37 = true -filter_linear37 = true +shader41 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input41 = true +filter_linear41 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader38 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear38 = true -alias38 = "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 -shader39 = ../../../../blurs/blur9x9.slang -mipmap_input39 = true -filter_linear39 = true -scale_type39 = absolute -scale_x39 = 128 -scale_y39 = 128 -alias39 = "BR_MirrorReflectionDiffusedPass" +shader43 = ../../../../blurs/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 -shader40 = ../../../../blurs/blur9x9.slang -mipmap_input40 = true -filter_linear40 = true -scale_type40 = absolute -scale_x40 = 12 -scale_y40 = 12 -alias40 = "BR_MirrorFullscreenGlowPass" +shader44 = ../../../../blurs/blur9x9.slang +mipmap_input44 = true +filter_linear44 = true +scale_type44 = absolute +scale_x44 = 12 +scale_y44 = 12 +alias44 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader41 = ../../shaders/base/reflection-glass.slang -scale_type41 = viewport -alias41 = "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;" @@ -374,7 +380,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -382,3 +388,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp index bae7ef7..3ada6a2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp @@ -1,9 +1,9 @@ -shaders = 38 +shaders = 42 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,176 +40,182 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/base/delinearize.slang +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear30 = "false" -scale_type30 = "viewport" -scale30 = "1.0" +shader30 = ../../shaders/base/stock.slang +filter_linear30 = true +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 +alias30 = "PrePass" +mipmap_input30 = true -shader31 = ../../shaders/base/post-crt-prep-glass.slang -alias31 = "MBZ_PostCRTPass" +shader31 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "LinearizePass" + +shader33 = ../../shaders/base/delinearize.slang + +shader34 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear34 = "false" +scale_type34 = "viewport" +scale34 = "1.0" + +shader35 = ../../shaders/base/post-crt-prep-glass.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 -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" +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) ---------------------------------------------------------------- -shader33 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input33 = true -filter_linear33 = true +shader37 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input37 = true +filter_linear37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear34 = true -alias34 = "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 -shader35 = ../../../../blurs/blur9x9.slang -mipmap_input35 = true -filter_linear35 = true -scale_type35 = absolute -scale_x35 = 128 -scale_y35 = 128 -alias35 = "BR_MirrorReflectionDiffusedPass" +shader39 = ../../../../blurs/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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 12 -scale_y36 = 12 -alias36 = "BR_MirrorFullscreenGlowPass" +shader40 = ../../../../blurs/blur9x9.slang +mipmap_input40 = true +filter_linear40 = true +scale_type40 = absolute +scale_x40 = 12 +scale_y40 = 12 +alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader37 = ../../shaders/base/reflection-glass.slang -scale_type37 = viewport -alias37 = "BR_CRTAndReflectionPass" +shader41 = ../../shaders/base/reflection-glass.slang +scale_type41 = viewport +alias41 = "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;" @@ -334,7 +340,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -342,3 +348,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp index de59fe5..67a491b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 41 +shaders = 45 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,208 +40,214 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer12 = true -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false scale_type21 = source -mipmap_input21 = true scale21 = 1.0 +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false +scale_type22 = source +scale22 = 3 + +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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true -scale_type22 = source -scale22 = 1.0 - -shader23 = ../../../../stock.slang -alias23 = "PrePass0" - -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -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-pass2.slang -float_framebuffer25 = true -filter_linear25 = true -scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 - -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/dogway/hsm-grade.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +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 +shader27 = ../../shaders/base/stock.slang +alias27 = "PrePass0" -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 +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 -alias28 = "PrePass" -mipmap_input28 = true +frame_count_mod28 = 2 +alias28 = NPass1 -shader29 = ../../shaders/guest/hsm-avg-lum.slang +shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer29 = true filter_linear29 = true scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +scale_x29 = 0.5 +scale_y29 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +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" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader31 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear31 = "false" -scale_type31 = "source" -scale31 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input31 = "false" -alias31 = "SourceSDR" +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" -shader32 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear32 = "false" -scale_type32 = "source" -scale32 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input32 = "false" -alias32 = "SourceHDR" +shader36 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear36 = "false" +scale_type36 = "source" +scale36 = "1.0" +wrap_mode36 = "clamp_to_border" +mipmap_input36 = "false" +alias36 = "SourceHDR" -shader33 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear33 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input33 = "false" -alias33 = "" -float_framebuffer33 = "false" -srgb_framebuffer33 = "false" -scale_type33 = "viewport" +shader37 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear37 = "false" +wrap_mode37 = "clamp_to_border" +mipmap_input37 = "false" +alias37 = "" +float_framebuffer37 = "false" +srgb_framebuffer37 = "false" +scale_type37 = "viewport" -shader34 = ../../shaders/base/post-crt-prep-glass.slang -alias34 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader36 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input36 = true -filter_linear36 = true +shader40 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input40 = true +filter_linear40 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader37 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear37 = true -alias37 = "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 -shader38 = ../../../../blurs/blur9x9.slang -mipmap_input38 = true -filter_linear38 = true -scale_type38 = absolute -scale_x38 = 128 -scale_y38 = 128 -alias38 = "BR_MirrorReflectionDiffusedPass" +shader42 = ../../../../blurs/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 -shader39 = ../../../../blurs/blur9x9.slang -mipmap_input39 = true -filter_linear39 = true -scale_type39 = absolute -scale_x39 = 12 -scale_y39 = 12 -alias39 = "BR_MirrorFullscreenGlowPass" +shader43 = ../../../../blurs/blur9x9.slang +mipmap_input43 = true +filter_linear43 = true +scale_type43 = absolute +scale_x43 = 12 +scale_y43 = 12 +alias43 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader40 = ../../shaders/base/reflection-glass.slang -scale_type40 = viewport -alias40 = "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;" @@ -366,7 +372,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -375,6 +381,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // Sony Megatron Color Monitor hcrt_hdr = "0.000000" hcrt_gamma_in = "2.020000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp index 5d4c185..a0b19e8 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp @@ -1,9 +1,9 @@ -shaders = 39 +shaders = 43 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,196 +40,202 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" + +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 + +shader30 = ../../shaders/base/stock.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 +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "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_mode0 = "clamp_to_border" -mipmap_input29 = "false" -alias29 = "SourceSDR" +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" -shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear30 = "false" -scale_type30 = "source" -scale30 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input30 = "false" -alias30 = "SourceHDR" +shader34 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear34 = "false" +scale_type34 = "source" +scale34 = "1.0" +wrap_mode34 = "clamp_to_border" +mipmap_input34 = "false" +alias34 = "SourceHDR" -shader31 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear31 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input31 = "false" -alias31 = "" -float_framebuffer31 = "false" -srgb_framebuffer31 = "false" -scale_type31 = "viewport" +shader35 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear35 = "false" +wrap_mode35 = "clamp_to_border" +mipmap_input35 = "false" +alias35 = "" +float_framebuffer35 = "false" +srgb_framebuffer35 = "false" +scale_type35 = "viewport" -shader32 = ../../shaders/base/post-crt-prep-glass.slang -alias32 = "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 -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" +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) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input34 = true -filter_linear34 = true +shader38 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input38 = true +filter_linear38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear35 = true -alias35 = "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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 128 -scale_y36 = 128 -alias36 = "BR_MirrorReflectionDiffusedPass" +shader40 = ../../../../blurs/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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 12 -scale_y37 = 12 -alias37 = "BR_MirrorFullscreenGlowPass" +shader41 = ../../../../blurs/blur9x9.slang +mipmap_input41 = true +filter_linear41 = true +scale_type41 = absolute +scale_x41 = 12 +scale_y41 = 12 +alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader38 = ../../shaders/base/reflection-glass.slang -scale_type38 = viewport -alias38 = "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;" @@ -354,7 +360,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -363,6 +369,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // Sony Megatron Color Monitor hcrt_hdr = "0.000000" hcrt_gamma_in = "2.020000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp index 5a2c84d..1d3a3f1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 42 +shaders = 46 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,203 +40,209 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer12 = true -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false scale_type21 = source -mipmap_input21 = true scale21 = 1.0 +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false +scale_type22 = source +scale22 = 3 + +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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true -scale_type22 = source -scale22 = 1.0 - -shader23 = ../../../../stock.slang -alias23 = "PrePass0" - -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -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-pass2.slang -float_framebuffer25 = true -filter_linear25 = true -scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 - -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/dogway/hsm-grade.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +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 +shader27 = ../../shaders/base/stock.slang +alias27 = "PrePass0" -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 +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 -alias28 = "PrePass" -mipmap_input28 = true +frame_count_mod28 = 2 +alias28 = NPass1 -shader29 = ../../shaders/guest/hsm-avg-lum.slang +shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer29 = true filter_linear29 = true scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +scale_x29 = 0.5 +scale_y29 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +scale_x30 = 1.0 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear31 = true -scale_type_x31 = viewport +scale_type31 = source scale_x31 = 1.0 -scale_type_y31 = source scale_y31 = 1.0 -float_framebuffer31 = true -alias31 = Pass1 -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/base/stock.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 640.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 +alias32 = "PrePass" +mipmap_input32 = true -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/guest/hsm-avg-lum.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 +scale_type33 = source +scale33 = 1.0 +mipmap_input33 = true +alias33 = "AvgLumPass" -shader34 = ../../shaders/guest/hsm-bloom_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 = 640.0 -scale_type_y34 = absolute -scale_y34 = 480.0 +scale_type34 = source +scale34 = 1.0 float_framebuffer34 = true +alias34 = "LinearizePass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear35 = true -scale_type_x35 = absolute -scale_x35 = 640.0 -scale_type_y35 = absolute -scale_y35 = 480.0 +scale_type_x35 = viewport +scale_x35 = 1.0 +scale_type_y35 = source +scale_y35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = Pass1 -shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang +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 -scale_type36 = viewport -scale_x36 = 1.0 -scale_y36 = 1.0 -shader37 = ../../shaders/guest/hsm-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 640.0 +scale_type_y37 = absolute +scale_y37 = 480.0 +float_framebuffer37 = true +alias37 = GlowPass -shader38 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias38 = "MBZ_PostCRTPass" +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 ---------------------------------------------------------------- -shader39 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear39 = true -scale_type39 = viewport -float_framebuffer39 = true -alias39 = "BR_LayersUnderCRTPass" +shader43 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear43 = true +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "BR_LayersUnderCRTPass" -shader40 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear40 = true -scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_LayersOverCRTPass" +shader44 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear44 = true +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader41 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type41 = viewport -alias41 = "CombinePass" +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;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -325,7 +331,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -334,6 +340,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // NTSC Parameters GAMMA_INPUT = 2.0 gamma_out = 1.95 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp index a397bfc..9654a0f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 39 +shaders = 43 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,182 +40,188 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 800.0 -scale_type_y29 = source -scale_y29 = 1.0 -float_framebuffer29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader30 = ../../shaders/base/stock.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 +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 +alias30 = "PrePass" +mipmap_input30 = true -shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader31 = ../../shaders/guest/hsm-avg-lum.slang filter_linear31 = true -scale_type_x31 = absolute -scale_x31 = 800.0 -scale_type_y31 = absolute -scale_y31 = 600.0 -float_framebuffer31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" -shader32 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear32 = true -scale_type_x32 = source -scale_x32 = 1.0 -scale_type_y32 = source -scale_y32 = 1.0 +scale_type32 = source +scale32 = 1.0 float_framebuffer32 = true -alias32 = BloomPass +alias32 = "LinearizePass" -shader33 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang +shader33 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear33 = true +scale_type_x33 = absolute +scale_x33 = 800.0 +scale_type_y33 = source +scale_y33 = 1.0 float_framebuffer33 = true -scale_type33 = viewport -scale_x33 = 1.0 -scale_y33 = 1.0 -shader34 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +shader34 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear34 = true -scale_type34 = viewport -scale_x34 = 1.0 -scale_y34 = 1.0 +scale_type_x34 = absolute +scale_x34 = 800.0 +scale_type_y34 = absolute +scale_y34 = 600.0 +float_framebuffer34 = true +alias34 = GlowPass -shader35 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias35 = "MBZ_PostCRTPass" +shader35 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear35 = true +scale_type_x35 = absolute +scale_x35 = 800.0 +scale_type_y35 = absolute +scale_y35 = 600.0 +float_framebuffer35 = true + +shader36 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear36 = true +scale_type_x36 = source +scale_x36 = 1.0 +scale_type_y36 = source +scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = BloomPass + +shader37 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang +filter_linear37 = true +float_framebuffer37 = true +scale_type37 = viewport +scale_x37 = 1.0 +scale_y37 = 1.0 + +shader38 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +filter_linear38 = true +scale_type38 = viewport +scale_x38 = 1.0 +scale_y38 = 1.0 + +shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias39 = "MBZ_PostCRTPass" // 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" +shader40 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear40 = true +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader41 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type38 = viewport -alias38 = "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;" @@ -304,7 +310,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -312,3 +318,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp index 0876df4..cca4994 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 38 +shaders = 42 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,174 +40,180 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer12 = true -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false scale_type21 = source -mipmap_input21 = true scale21 = 1.0 +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false +scale_type22 = source +scale22 = 3 + +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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true -scale_type22 = source -scale22 = 1.0 - -shader23 = ../../../../stock.slang -alias23 = "PrePass0" - -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -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-pass2.slang -float_framebuffer25 = true -filter_linear25 = true -scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 - -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/dogway/hsm-grade.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +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 +shader27 = ../../shaders/base/stock.slang +alias27 = "PrePass0" -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 +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 -alias28 = "PrePass" -mipmap_input28 = true +frame_count_mod28 = 2 +alias28 = NPass1 -shader29 = ../../shaders/guest/hsm-avg-lum.slang +shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer29 = true filter_linear29 = true scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +scale_x29 = 0.5 +scale_y29 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +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" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader31 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear31 = "false" -scale_type31 = "source" -scale31 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input31 = "false" -alias31 = "SourceSDR" +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" -shader32 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear32 = "false" -scale_type32 = "source" -scale32 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input32 = "false" -alias32 = "SourceHDR" +shader36 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear36 = "false" +scale_type36 = "source" +scale36 = "1.0" +wrap_mode36 = "clamp_to_border" +mipmap_input36 = "false" +alias36 = "SourceHDR" -shader33 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" -filter_linear33 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input33 = "false" -alias33 = "" -float_framebuffer33 = "false" -srgb_framebuffer33 = "false" -scale_type33 = "viewport" +shader37 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear37 = "false" +wrap_mode37 = "clamp_to_border" +mipmap_input37 = "false" +alias37 = "" +float_framebuffer37 = "false" +srgb_framebuffer37 = "false" +scale_type37 = "viewport" -shader34 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias34 = "MBZ_PostCRTPass" +shader38 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias38 = "MBZ_PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader35 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear35 = true -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_LayersUnderCRTPass" +shader39 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear39 = true +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "BR_LayersUnderCRTPass" -shader36 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear36 = true -scale_type36 = viewport -float_framebuffer36 = true -alias36 = "BR_LayersOverCRTPass" +shader40 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear40 = true +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader37 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type37 = viewport -alias37 = "CombinePass" +shader41 = ../../shaders/base/combine-passes-no-reflect.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;" @@ -296,7 +302,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -305,6 +311,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // Sony Megatron Color Monitor hcrt_hdr = "0.000000" hcrt_gamma_in = "2.020000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp index d2e2db4..8c433f1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp @@ -1,9 +1,9 @@ -shaders = 36 +shaders = 40 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,162 +40,168 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" + +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 + +shader30 = ../../shaders/base/stock.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 +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "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_mode0 = "clamp_to_border" -mipmap_input29 = "false" -alias29 = "SourceSDR" +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" -shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear30 = "false" -scale_type30 = "source" -scale30 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input30 = "false" -alias30 = "SourceHDR" +shader34 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear34 = "false" +scale_type34 = "source" +scale34 = "1.0" +wrap_mode34 = "clamp_to_border" +mipmap_input34 = "false" +alias34 = "SourceHDR" -shader31 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" -filter_linear31 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input31 = "false" -alias31 = "" -float_framebuffer31 = "false" -srgb_framebuffer31 = "false" -scale_type31 = "viewport" +shader35 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear35 = "false" +wrap_mode35 = "clamp_to_border" +mipmap_input35 = "false" +alias35 = "" +float_framebuffer35 = "false" +srgb_framebuffer35 = "false" +scale_type35 = "viewport" -shader32 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias32 = "MBZ_PostCRTPass" +shader36 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias36 = "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" +shader37 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersUnderCRTPass" -shader34 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear34 = true -scale_type34 = viewport -float_framebuffer34 = true -alias34 = "BR_LayersOverCRTPass" +shader38 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader35 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type35 = viewport -alias35 = "CombinePass" +shader39 = ../../shaders/base/combine-passes-no-reflect.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;" @@ -284,7 +290,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -293,6 +299,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // Sony Megatron Color Monitor hcrt_hdr = "0.000000" hcrt_gamma_in = "2.020000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp index 2d4f7b2..df82a1e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 48 +shaders = 52 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,257 +40,263 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer12 = true -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false scale_type21 = source -mipmap_input21 = true scale21 = 1.0 +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false +scale_type22 = source +scale22 = 3 + +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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true -scale_type22 = source -scale22 = 1.0 - -shader23 = ../../../../stock.slang -alias23 = "PrePass0" - -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -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-pass2.slang -float_framebuffer25 = true -filter_linear25 = true -scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 - -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/dogway/hsm-grade.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +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 +shader27 = ../../shaders/base/stock.slang +alias27 = "PrePass0" -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 +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 -alias28 = "PrePass" -mipmap_input28 = true +frame_count_mod28 = 2 +alias28 = NPass1 -shader29 = ../../shaders/guest/hsm-avg-lum.slang +shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer29 = true filter_linear29 = true scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +scale_x29 = 0.5 +scale_y29 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +scale_x30 = 1.0 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear31 = true -scale_type_x31 = viewport +scale_type31 = source scale_x31 = 1.0 -scale_type_y31 = source scale_y31 = 1.0 -float_framebuffer31 = true -alias31 = Pass1 -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/base/stock.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 640.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 +alias32 = "PrePass" +mipmap_input32 = true -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/guest/hsm-avg-lum.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 +scale_type33 = source +scale33 = 1.0 +mipmap_input33 = true +alias33 = "AvgLumPass" -shader34 = ../../shaders/guest/hsm-bloom_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 = 640.0 -scale_type_y34 = absolute -scale_y34 = 480.0 +scale_type34 = source +scale34 = 1.0 float_framebuffer34 = true +alias34 = "LinearizePass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear35 = true -scale_type_x35 = absolute -scale_x35 = 640.0 -scale_type_y35 = absolute -scale_y35 = 480.0 +scale_type_x35 = viewport +scale_x35 = 1.0 +scale_type_y35 = source +scale_y35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = Pass1 -shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +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 -scale_type36 = viewport -scale_x36 = 1.0 -scale_y36 = 1.0 -shader37 = ../../shaders/guest/hsm-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 640.0 +scale_type_y37 = absolute +scale_y37 = 480.0 +float_framebuffer37 = true +alias37 = GlowPass -shader38 = ../../shaders/base/post-crt-prep-image-layers.slang -alias38 = "MBZ_PostCRTPass" +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-image-layers.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 -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" +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) ---------------------------------------------------------------- -shader40 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input40 = true -filter_linear40 = true +shader44 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input44 = true +filter_linear44 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader41 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear41 = true -alias41 = "BR_MirrorBlurredPass" +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 -shader42 = ../../../../blurs/blur9x9.slang -mipmap_input42 = true -filter_linear42 = true -scale_type42 = absolute -scale_x42 = 128 -scale_y42 = 128 -alias42 = "BR_MirrorReflectionDiffusedPass" +shader46 = ../../../../blurs/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 -shader43 = ../../../../blurs/blur9x9.slang -mipmap_input43 = true -filter_linear43 = true -scale_type43 = absolute -scale_x43 = 12 -scale_y43 = 12 -alias43 = "BR_MirrorFullscreenGlowPass" +shader47 = ../../../../blurs/blur9x9.slang +mipmap_input47 = true +filter_linear47 = true +scale_type47 = absolute +scale_x47 = 12 +scale_y47 = 12 +alias47 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader44 = ../../shaders/base/reflection.slang -scale_type44 = viewport -float_framebuffer44 = true -alias44 = "BR_CRTAndReflectionPass" +shader48 = ../../shaders/base/reflection.slang +scale_type48 = viewport +float_framebuffer48 = true +alias48 = "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" +shader49 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear49 = true +scale_type49 = viewport +float_framebuffer49 = true +alias49 = "BR_LayersUnderCRTPass" -shader46 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear46 = true -scale_type46 = viewport -float_framebuffer46 = true -alias46 = "BR_LayersOverCRTPass" +shader50 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear50 = true +scale_type50 = viewport +float_framebuffer50 = true +alias50 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader47 = ../../shaders/base/combine-passes.slang -scale_type47 = viewport -alias47 = "CombinePass" +shader51 = ../../shaders/base/combine-passes.slang +scale_type51 = viewport +alias51 = "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;" @@ -379,7 +385,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -388,6 +394,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // NTSC Parameters GAMMA_INPUT = 2.0 gamma_out = 1.95 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp index 7bf9fae..7c2e996 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 45 +shaders = 49 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,236 +40,242 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 800.0 -scale_type_y29 = source -scale_y29 = 1.0 -float_framebuffer29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader30 = ../../shaders/base/stock.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 +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 +alias30 = "PrePass" +mipmap_input30 = true -shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader31 = ../../shaders/guest/hsm-avg-lum.slang filter_linear31 = true -scale_type_x31 = absolute -scale_x31 = 800.0 -scale_type_y31 = absolute -scale_y31 = 600.0 -float_framebuffer31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" -shader32 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear32 = true -scale_type_x32 = source -scale_x32 = 1.0 -scale_type_y32 = source -scale_y32 = 1.0 +scale_type32 = source +scale32 = 1.0 float_framebuffer32 = true -alias32 = BloomPass +alias32 = "LinearizePass" -shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader33 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear33 = true +scale_type_x33 = absolute +scale_x33 = 800.0 +scale_type_y33 = source +scale_y33 = 1.0 float_framebuffer33 = true -scale_type33 = viewport -scale_x33 = 1.0 -scale_y33 = 1.0 -shader34 = ../../shaders/guest/hsm-deconvergence.slang +shader34 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear34 = true -scale_type34 = viewport -scale_x34 = 1.0 -scale_y34 = 1.0 +scale_type_x34 = absolute +scale_x34 = 800.0 +scale_type_y34 = absolute +scale_y34 = 600.0 +float_framebuffer34 = true +alias34 = GlowPass -shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +shader35 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear35 = true +scale_type_x35 = absolute +scale_x35 = 800.0 +scale_type_y35 = absolute +scale_y35 = 600.0 +float_framebuffer35 = true + +shader36 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear36 = true +scale_type_x36 = source +scale_x36 = 1.0 +scale_type_y36 = source +scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = BloomPass + +shader37 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear37 = true +float_framebuffer37 = true +scale_type37 = viewport +scale_x37 = 1.0 +scale_y37 = 1.0 + +shader38 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear38 = true +scale_type38 = viewport +scale_x38 = 1.0 +scale_y38 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader37 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input37 = true -filter_linear37 = true +shader41 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input41 = true +filter_linear41 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader38 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear38 = true -alias38 = "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 -shader39 = ../../../../blurs/blur9x9.slang -mipmap_input39 = true -filter_linear39 = true -scale_type39 = absolute -scale_x39 = 128 -scale_y39 = 128 -alias39 = "BR_MirrorReflectionDiffusedPass" +shader43 = ../../../../blurs/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 -shader40 = ../../../../blurs/blur9x9.slang -mipmap_input40 = true -filter_linear40 = true -scale_type40 = absolute -scale_x40 = 12 -scale_y40 = 12 -alias40 = "BR_MirrorFullscreenGlowPass" +shader44 = ../../../../blurs/blur9x9.slang +mipmap_input44 = true +filter_linear44 = true +scale_type44 = absolute +scale_x44 = 12 +scale_y44 = 12 +alias44 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader41 = ../../shaders/base/reflection.slang -scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +shader45 = ../../shaders/base/reflection.slang +scale_type45 = viewport +float_framebuffer45 = true +alias45 = "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" +shader46 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear46 = true +scale_type46 = viewport +float_framebuffer46 = true +alias46 = "BR_LayersUnderCRTPass" -shader43 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear43 = true -scale_type43 = viewport -float_framebuffer43 = true -alias43 = "BR_LayersOverCRTPass" +shader47 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear47 = true +scale_type47 = viewport +float_framebuffer47 = true +alias47 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader44 = ../../shaders/base/combine-passes.slang -scale_type44 = viewport -alias44 = "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;" @@ -358,7 +364,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -366,3 +372,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp index 92971d9..b9606be 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp @@ -1,9 +1,9 @@ -shaders = 41 +shaders = 45 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,196 +40,202 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/base/delinearize.slang +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 -shader30 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear30 = "false" -scale_type30 = "viewport" -scale30 = "1.0" +shader30 = ../../shaders/base/stock.slang +filter_linear30 = true +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 +alias30 = "PrePass" +mipmap_input30 = true -shader31 = ../../shaders/base/post-crt-prep-image-layers.slang -alias31 = "MBZ_PostCRTPass" +shader31 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "LinearizePass" + +shader33 = ../../shaders/base/delinearize.slang + +shader34 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear34 = "false" +scale_type34 = "viewport" +scale34 = "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 -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" +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) ---------------------------------------------------------------- -shader33 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input33 = true -filter_linear33 = true +shader37 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input37 = true +filter_linear37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear34 = true -alias34 = "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 -shader35 = ../../../../blurs/blur9x9.slang -mipmap_input35 = true -filter_linear35 = true -scale_type35 = absolute -scale_x35 = 128 -scale_y35 = 128 -alias35 = "BR_MirrorReflectionDiffusedPass" +shader39 = ../../../../blurs/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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 12 -scale_y36 = 12 -alias36 = "BR_MirrorFullscreenGlowPass" +shader40 = ../../../../blurs/blur9x9.slang +mipmap_input40 = true +filter_linear40 = true +scale_type40 = absolute +scale_x40 = 12 +scale_y40 = 12 +alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader37 = ../../shaders/base/reflection.slang -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_CRTAndReflectionPass" +shader41 = ../../shaders/base/reflection.slang +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "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" +shader42 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersUnderCRTPass" -shader39 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear39 = true -scale_type39 = viewport -float_framebuffer39 = true -alias39 = "BR_LayersOverCRTPass" +shader43 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear43 = true +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader40 = ../../shaders/base/combine-passes.slang -scale_type40 = viewport -alias40 = "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;" @@ -318,7 +324,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -326,3 +332,5 @@ HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 + +shadowMask = 3 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp index 885197d..ca9004e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 44 +shaders = 48 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,228 +40,234 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer12 = true -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false scale_type21 = source -mipmap_input21 = true scale21 = 1.0 +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false +scale_type22 = source +scale22 = 3 + +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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true -scale_type22 = source -scale22 = 1.0 - -shader23 = ../../../../stock.slang -alias23 = "PrePass0" - -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -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-pass2.slang -float_framebuffer25 = true -filter_linear25 = true -scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 - -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/dogway/hsm-grade.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +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 +shader27 = ../../shaders/base/stock.slang +alias27 = "PrePass0" -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 +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 -alias28 = "PrePass" -mipmap_input28 = true +frame_count_mod28 = 2 +alias28 = NPass1 -shader29 = ../../shaders/guest/hsm-avg-lum.slang +shader29 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer29 = true filter_linear29 = true scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +scale_x29 = 0.5 +scale_y29 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +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" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader31 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear31 = "false" -scale_type31 = "source" -scale31 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input31 = "false" -alias31 = "SourceSDR" +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" -shader32 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear32 = "false" -scale_type32 = "source" -scale32 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input32 = "false" -alias32 = "SourceHDR" +shader36 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear36 = "false" +scale_type36 = "source" +scale36 = "1.0" +wrap_mode36 = "clamp_to_border" +mipmap_input36 = "false" +alias36 = "SourceHDR" -shader33 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear33 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input33 = "false" -alias33 = "" -float_framebuffer33 = "false" -srgb_framebuffer33 = "false" -scale_type33 = "viewport" +shader37 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear37 = "false" +wrap_mode37 = "clamp_to_border" +mipmap_input37 = "false" +alias37 = "" +float_framebuffer37 = "false" +srgb_framebuffer37 = "false" +scale_type37 = "viewport" -shader34 = ../../shaders/base/post-crt-prep-image-layers.slang -alias34 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader36 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input36 = true -filter_linear36 = true +shader40 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input40 = true +filter_linear40 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader37 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear37 = true -alias37 = "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 -shader38 = ../../../../blurs/blur9x9.slang -mipmap_input38 = true -filter_linear38 = true -scale_type38 = absolute -scale_x38 = 128 -scale_y38 = 128 -alias38 = "BR_MirrorReflectionDiffusedPass" +shader42 = ../../../../blurs/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 -shader39 = ../../../../blurs/blur9x9.slang -mipmap_input39 = true -filter_linear39 = true -scale_type39 = absolute -scale_x39 = 12 -scale_y39 = 12 -alias39 = "BR_MirrorFullscreenGlowPass" +shader43 = ../../../../blurs/blur9x9.slang +mipmap_input43 = true +filter_linear43 = true +scale_type43 = absolute +scale_x43 = 12 +scale_y43 = 12 +alias43 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader40 = ../../shaders/base/reflection.slang -scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_CRTAndReflectionPass" +shader44 = ../../shaders/base/reflection.slang +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "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" +shader45 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear45 = true +scale_type45 = viewport +float_framebuffer45 = true +alias45 = "BR_LayersUnderCRTPass" -shader42 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear42 = true -scale_type42 = viewport -float_framebuffer42 = true -alias42 = "BR_LayersOverCRTPass" +shader46 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear46 = true +scale_type46 = viewport +float_framebuffer46 = true +alias46 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader43 = ../../shaders/base/combine-passes.slang -scale_type43 = viewport -alias43 = "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;" @@ -350,7 +356,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -359,6 +365,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // Sony Megatron Color Monitor hcrt_hdr = "0.000000" hcrt_gamma_in = "2.020000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp index 8b847e8..a3f088e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp @@ -1,9 +1,9 @@ -shaders = 42 +shaders = 46 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,216 +40,222 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader17 = ../../shaders/base/stock.slang +alias17 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +shader18 = ../../shaders/scalefx/hsm-scalefx-pass0.slang filter_linear18 = false scale_type18 = source -scale18 = 3 +scale18 = 1.0 +float_framebuffer18 = true +alias18 = scalefx_pass0 -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true +float_framebuffer12 = true -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass2.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear22 = false scale_type22 = source -scale22 = 1.0 -alias22 = "AfterglowPass" +scale22 = 3 -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +// GTU TV Processing +shader23 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type23 = source -mipmap_input23 = true 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 +float_framebuffer24 = true + +shader25 = ../../shaders/base/stock.slang +alias25 = "PreCRTPass" + +shader26 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear26 = true +scale_type26 = source +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 -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true -scale_type24 = source -scale24 = 1.0 - -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 - -shader26 = ../../../../stock.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 -filter_linear27 = true -scale_type27 = source -scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/dogway/hsm-grade.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" + +shader29 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear29 = true +scale_type29 = source +scale_x29 = 1.0 +scale_y29 = 1.0 + +shader30 = ../../shaders/base/stock.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 +filter_linear31 = true +scale_type31 = source +scale31 = 1.0 +mipmap_input31 = true +alias31 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader32 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear32 = true +scale_type32 = source +scale32 = 1.0 +float_framebuffer32 = true +alias32 = "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_mode0 = "clamp_to_border" -mipmap_input29 = "false" -alias29 = "SourceSDR" +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" -shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear30 = "false" -scale_type30 = "source" -scale30 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input30 = "false" -alias30 = "SourceHDR" +shader34 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear34 = "false" +scale_type34 = "source" +scale34 = "1.0" +wrap_mode34 = "clamp_to_border" +mipmap_input34 = "false" +alias34 = "SourceHDR" -shader31 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear31 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input31 = "false" -alias31 = "" -float_framebuffer31 = "false" -srgb_framebuffer31 = "false" -scale_type31 = "viewport" +shader35 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear35 = "false" +wrap_mode35 = "clamp_to_border" +mipmap_input35 = "false" +alias35 = "" +float_framebuffer35 = "false" +srgb_framebuffer35 = "false" +scale_type35 = "viewport" -shader32 = ../../shaders/base/post-crt-prep-image-layers.slang -alias32 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input34 = true -filter_linear34 = true +shader38 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input38 = true +filter_linear38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear35 = true -alias35 = "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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 128 -scale_y36 = 128 -alias36 = "BR_MirrorReflectionDiffusedPass" +shader40 = ../../../../blurs/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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 12 -scale_y37 = 12 -alias37 = "BR_MirrorFullscreenGlowPass" +shader41 = ../../../../blurs/blur9x9.slang +mipmap_input41 = true +filter_linear41 = true +scale_type41 = absolute +scale_x41 = 12 +scale_y41 = 12 +alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader38 = ../../shaders/base/reflection.slang -scale_type38 = viewport -float_framebuffer38 = true -alias38 = "BR_CRTAndReflectionPass" +shader42 = ../../shaders/base/reflection.slang +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "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" +shader43 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear43 = true +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "BR_LayersUnderCRTPass" -shader40 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear40 = true -scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_LayersOverCRTPass" +shader44 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear44 = true +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader41 = ../../shaders/base/combine-passes.slang -scale_type41 = viewport -alias41 = "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;" @@ -338,7 +344,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -347,6 +353,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // Sony Megatron Color Monitor hcrt_hdr = "0.000000" hcrt_gamma_in = "2.020000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp index 8de8649..ddfe0ab 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 48 +shaders = 52 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,285 +40,291 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang +scale_type17 = source +scale17 = 1.0 +float_framebuffer17 = true -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true +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 +float_framebuffer18 = true -shader15 = "../../../../reshade/shaders/bloom/BloomPass0.slang" -filter_linear15 = "true" -wrap_mode0 = "clamp_to_border" -mipmap_input15 = "false" -alias15 = "SamplerBloom1" -float_framebuffer15 = "true" -srgb_framebuffer15 = "false" -scale_type_x15 = "source" -scale_x15 = "4.000000" -scale_type_y15 = "source" -scale_y15 = "4.000000" - -shader16 = "../../../../reshade/shaders/bloom/BloomPass1.slang" -filter_linear16 = "true" -wrap_mode1 = "clamp_to_border" -mipmap_input16 = "false" -alias16 = "SamplerBloom2" -float_framebuffer16 = "true" -srgb_framebuffer16 = "false" - -shader17 = "../../../../reshade/shaders/bloom/BloomPass2.slang" -filter_linear17 = "true" -wrap_mode2 = "clamp_to_border" -mipmap_input17 = "false" -alias17 = "SamplerBloom3" -float_framebuffer17 = "true" -srgb_framebuffer17 = "false" - -shader18 = "../../../../reshade/shaders/bloom/BloomPass3.slang" -filter_linear18 = "true" -wrap_mode3 = "clamp_to_border" -mipmap_input18 = "false" -alias18 = "SamplerBloom4" -float_framebuffer18 = "true" -srgb_framebuffer18 = "false" - -shader19 = "../../../../reshade/shaders/bloom/BloomPass4.slang" +shader19 = "../../../../reshade/shaders/bloom/BloomPass0.slang" filter_linear19 = "true" -wrap_mode4 = "clamp_to_border" +wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" -alias19 = "SamplerBloom5" +alias19 = "SamplerBloom1" float_framebuffer19 = "true" srgb_framebuffer19 = "false" +scale_type_x19 = "source" +scale_x19 = "4.000000" +scale_type_y19 = "source" +scale_y19 = "4.000000" -shader20 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang" +shader20 = "../../../../reshade/shaders/bloom/BloomPass1.slang" filter_linear20 = "true" -wrap_mode5 = "clamp_to_border" +wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "LensFlare1" +alias20 = "SamplerBloom2" float_framebuffer20 = "true" srgb_framebuffer20 = "false" -shader21 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang" +shader21 = "../../../../reshade/shaders/bloom/BloomPass2.slang" filter_linear21 = "true" -wrap_mode6 = "clamp_to_border" +wrap_mode21 = "clamp_to_border" mipmap_input21 = "false" -alias21 = "LensFlare2" +alias21 = "SamplerBloom3" float_framebuffer21 = "true" srgb_framebuffer21 = "false" -shader22 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang" +shader22 = "../../../../reshade/shaders/bloom/BloomPass3.slang" filter_linear22 = "true" -wrap_mode7 = "clamp_to_border" +wrap_mode22 = "clamp_to_border" mipmap_input22 = "false" -alias22 = "LensFlare3" +alias22 = "SamplerBloom4" float_framebuffer22 = "true" srgb_framebuffer22 = "false" -shader23 = "../../../../reshade/shaders/bloom/LightingCombine.slang" +shader23 = "../../../../reshade/shaders/bloom/BloomPass4.slang" filter_linear23 = "true" -wrap_mode8 = "clamp_to_border" +wrap_mode23 = "clamp_to_border" mipmap_input23 = "false" -alias23 = "" -float_framebuffer23 = "false" +alias23 = "SamplerBloom5" +float_framebuffer23 = "true" srgb_framebuffer23 = "false" -scale_type_x23 = "source" -scale_x23 = "0.250000" -scale_type_y23 = "source" -scale_y23 = "0.250000" -shader24 = ../../../../stock.slang -alias24 = "PreCRTPass" +shader24 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang" +filter_linear24 = "true" +wrap_mode24 = "clamp_to_border" +mipmap_input24 = "false" +alias24 = "LensFlare1" +float_framebuffer24 = "true" +srgb_framebuffer24 = "false" -shader25 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear25 = true -scale_type25 = source -scale25 = 1.0 -alias25 = "AfterglowPass" +shader25 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang" +filter_linear25 = "true" +wrap_mode25 = "clamp_to_border" +mipmap_input25 = "false" +alias25 = "LensFlare2" +float_framebuffer25 = "true" +srgb_framebuffer25 = "false" -shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear26 = true -scale_type26 = source -mipmap_input26 = true -scale26 = 1.0 +shader26 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang" +filter_linear26 = "true" +wrap_mode26 = "clamp_to_border" +mipmap_input26 = "false" +alias26 = "LensFlare3" +float_framebuffer26 = "true" +srgb_framebuffer26 = "false" + +shader27 = "../../../../reshade/shaders/bloom/LightingCombine.slang" +filter_linear27 = "true" +wrap_mode27 = "clamp_to_border" +mipmap_input27 = "false" +alias27 = "" +float_framebuffer27 = "false" +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" + +shader29 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear29 = true +scale_type29 = source +scale29 = 1.0 +alias29 = "AfterglowPass" + +shader30 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear30 = true +scale_type30 = source +mipmap_input30 = true +scale30 = 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/guest/hsm-custom-fast-sharpen.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 -scale_y28 = 1.0 - -shader29 = ../../../../stock.slang -filter_linear29 = true -scale_type29 = source -scale_x29 = 1.0 -scale_y29 = 1.0 -alias29 = "PrePass" -mipmap_input29 = true - -shader30 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear30 = true -scale_type30 = source -scale30 = 1.0 -mipmap_input30 = true -alias30 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader31 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader31 = ../../shaders/dogway/hsm-grade.slang filter_linear31 = true scale_type31 = source scale31 = 1.0 -float_framebuffer31 = true -alias31 = "LinearizePass" -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 800.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/base/stock.slang filter_linear33 = true -scale_type_x33 = absolute -scale_x33 = 800.0 -scale_type_y33 = absolute -scale_y33 = 600.0 -float_framebuffer33 = true -alias33 = GlowPass +scale_type33 = source +scale_x33 = 1.0 +scale_y33 = 1.0 +alias33 = "PrePass" +mipmap_input33 = true -shader34 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader34 = ../../shaders/guest/hsm-avg-lum.slang filter_linear34 = true -scale_type_x34 = absolute -scale_x34 = 800.0 -scale_type_y34 = absolute -scale_y34 = 600.0 -float_framebuffer34 = true +scale_type34 = source +scale34 = 1.0 +mipmap_input34 = true +alias34 = "AvgLumPass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear35 = true -scale_type_x35 = source -scale_x35 = 1.0 -scale_type_y35 = source -scale_y35 = 1.0 +scale_type35 = source +scale35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = "LinearizePass" -shader36 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear36 = true +scale_type_x36 = absolute +scale_x36 = 800.0 +scale_type_y36 = source +scale_y36 = 1.0 float_framebuffer36 = true -scale_type36 = viewport -scale_x36 = 1.0 -scale_y36 = 1.0 -shader37 = ../../shaders/guest/hsm-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 800.0 +scale_type_y37 = absolute +scale_y37 = 600.0 +float_framebuffer37 = true +alias37 = GlowPass -shader38 = ../../shaders/base/post-crt-prep-image-layers.slang -alias38 = "MBZ_PostCRTPass" +shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear38 = true +scale_type_x38 = absolute +scale_x38 = 800.0 +scale_type_y38 = absolute +scale_y38 = 600.0 +float_framebuffer38 = true + +shader39 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear39 = true +scale_type_x39 = source +scale_x39 = 1.0 +scale_type_y39 = source +scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = BloomPass + +shader40 = ../../shaders/guest/hsm-crt-guest-advanced.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-image-layers.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 -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" +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) ---------------------------------------------------------------- -shader40 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input40 = true -filter_linear40 = true +shader44 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input44 = true +filter_linear44 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader41 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear41 = true -alias41 = "BR_MirrorBlurredPass" +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 -shader42 = ../../../../blurs/blur9x9.slang -mipmap_input42 = true -filter_linear42 = true -scale_type42 = absolute -scale_x42 = 128 -scale_y42 = 128 -alias42 = "BR_MirrorReflectionDiffusedPass" +shader46 = ../../../../blurs/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 -shader43 = ../../../../blurs/blur9x9.slang -mipmap_input43 = true -filter_linear43 = true -scale_type43 = absolute -scale_x43 = 12 -scale_y43 = 12 -alias43 = "BR_MirrorFullscreenGlowPass" +shader47 = ../../../../blurs/blur9x9.slang +mipmap_input47 = true +filter_linear47 = true +scale_type47 = absolute +scale_x47 = 12 +scale_y47 = 12 +alias47 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader44 = ../../shaders/base/reflection.slang -scale_type44 = viewport -float_framebuffer44 = true -alias44 = "BR_CRTAndReflectionPass" +shader48 = ../../shaders/base/reflection.slang +scale_type48 = viewport +float_framebuffer48 = true +alias48 = "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" +shader49 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear49 = true +scale_type49 = viewport +float_framebuffer49 = true +alias49 = "BR_LayersUnderCRTPass" -shader46 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear46 = true -scale_type46 = viewport -float_framebuffer46 = true -alias46 = "BR_LayersOverCRTPass" +shader50 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear50 = true +scale_type50 = viewport +float_framebuffer50 = true +alias50 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader47 = ../../shaders/base/combine-passes.slang -scale_type47 = viewport -alias47 = "CombinePass" +shader51 = ../../shaders/base/combine-passes.slang +scale_type51 = viewport +alias51 = "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;" @@ -415,7 +421,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // Reshade-FX -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 bLensdirtEnable_toggle = "1.000000" bAnamFlareEnable_toggle = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp index f5e529b..26f7f89 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp @@ -1,9 +1,9 @@ -shaders = 37 +shaders = 41 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,176 +40,182 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang -filter_linear23 = false -srgb_framebuffer23 = true +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang -filter_linear24 = false -srgb_framebuffer24 = true +shader24 = ../../shaders/base/stock.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang -filter_linear25 = false -srgb_framebuffer25 = true +shader25 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" + +shader27 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang +filter_linear27 = false +srgb_framebuffer27 = true + +shader28 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang +filter_linear28 = false +srgb_framebuffer28 = true + +shader29 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +filter_linear29 = false +srgb_framebuffer29 = true // Easymode's Shader! -shader26 = ../../shaders/easymode/hsm-crt-easymode-halation.slang -filter_linear26 = true -scale_type26 = viewport -float_framebuffer26 = true +shader30 = ../../shaders/easymode/hsm-crt-easymode-halation.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true -shader27 = ../../shaders/base/post-crt-prep-image-layers.slang -alias27 = "MBZ_PostCRTPass" +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 -shader28 = ../../shaders/base/linearize-crt.slang -mipmap_input28 = true -filter_linear28 = true -scale_type28 = absolute -// scale_x28 = 480 -// scale_y28 = 270 -// scale_x28 = 960 -// scale_y28 = 540 -scale_x28 = 800 -scale_y28 = 600 -alias28 = "BR_MirrorLowResPass" +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) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input29 = true -filter_linear29 = true +shader33 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input33 = true +filter_linear33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader30 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear30 = true -alias30 = "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 -shader31 = ../../../../blurs/blur9x9.slang -mipmap_input31 = true -filter_linear31 = true -scale_type31 = absolute -scale_x31 = 128 -scale_y31 = 128 -alias31 = "BR_MirrorReflectionDiffusedPass" +shader35 = ../../../../blurs/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 -shader32 = ../../../../blurs/blur9x9.slang -mipmap_input32 = true -filter_linear32 = true -scale_type32 = absolute -scale_x32 = 12 -scale_y32 = 12 -alias32 = "BR_MirrorFullscreenGlowPass" +shader36 = ../../../../blurs/blur9x9.slang +mipmap_input36 = true +filter_linear36 = true +scale_type36 = absolute +scale_x36 = 12 +scale_y36 = 12 +alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader33 = ../../shaders/base/reflection.slang -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_CRTAndReflectionPass" +shader37 = ../../shaders/base/reflection.slang +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_CRTAndReflectionPass" // 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" +shader38 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersUnderCRTPass" -shader35 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear35 = true -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_LayersOverCRTPass" +shader39 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear39 = true +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader36 = ../../shaders/base/combine-passes.slang -scale_type36 = viewport -alias36 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp index 5fa3c0d..0328a76 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 37 +shaders = 41 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,180 +40,186 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/base/delinearize.slang +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 -shader26 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type26 = viewport +shader26 = ../../shaders/base/stock.slang +filter_linear26 = true +scale_type26 = source scale_x26 = 1.0 scale_y26 = 1.0 -filter_linear26 = true +alias26 = "PrePass" +mipmap_input26 = true + +shader27 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear27 = true +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" + +// 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/base/delinearize.slang + +shader30 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type30 = viewport +scale_x30 = 1.0 +scale_y30 = 1.0 +filter_linear30 = true g_sat = 0.15 -shader27 = ../../shaders/base/post-crt-prep-image-layers.slang -alias27 = "MBZ_PostCRTPass" +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 -shader28 = ../../shaders/base/linearize-crt.slang -mipmap_input28 = true -filter_linear28 = true -scale_type28 = absolute -// scale_x28 = 480 -// scale_y28 = 270 -// scale_x28 = 960 -// scale_y28 = 540 -scale_x28 = 800 -scale_y28 = 600 -alias28 = "BR_MirrorLowResPass" +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) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input29 = true -filter_linear29 = true +shader33 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input33 = true +filter_linear33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader30 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear30 = true -alias30 = "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 -shader31 = ../../../../blurs/blur9x9.slang -mipmap_input31 = true -filter_linear31 = true -scale_type31 = absolute -scale_x31 = 128 -scale_y31 = 128 -alias31 = "BR_MirrorReflectionDiffusedPass" +shader35 = ../../../../blurs/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 -shader32 = ../../../../blurs/blur9x9.slang -mipmap_input32 = true -filter_linear32 = true -scale_type32 = absolute -scale_x32 = 12 -scale_y32 = 12 -alias32 = "BR_MirrorFullscreenGlowPass" +shader36 = ../../../../blurs/blur9x9.slang +mipmap_input36 = true +filter_linear36 = true +scale_type36 = absolute +scale_x36 = 12 +scale_y36 = 12 +alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader33 = ../../shaders/base/reflection.slang -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_CRTAndReflectionPass" +shader37 = ../../shaders/base/reflection.slang +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_CRTAndReflectionPass" // 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" +shader38 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersUnderCRTPass" -shader35 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear35 = true -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_LayersOverCRTPass" +shader39 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear39 = true +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader36 = ../../shaders/base/combine-passes.slang -scale_type36 = viewport -alias36 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp index 4a405ad..867b4b2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp @@ -1,9 +1,9 @@ -shaders = 35 +shaders = 39 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,168 +40,174 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type24 = viewport +shader24 = ../../shaders/base/stock.slang +filter_linear24 = true +scale_type24 = source scale_x24 = 1.0 scale_y24 = 1.0 -filter_linear24 = true +alias24 = "PrePass" +mipmap_input24 = true + +shader25 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" + +shader27 = ../../shaders/base/delinearize.slang + +shader28 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type28 = viewport +scale_x28 = 1.0 +scale_y28 = 1.0 +filter_linear28 = true g_sat = 0.15 -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader29 = ../../shaders/base/post-crt-prep-image-layers.slang +alias29 = "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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader31 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input31 = true +filter_linear31 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader32 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear32 = true +alias32 = "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/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader33 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader34 = ../../../../blurs/blur9x9.slang +mipmap_input34 = true +filter_linear34 = true +scale_type34 = absolute +scale_x34 = 12 +scale_y34 = 12 +alias34 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader35 = ../../shaders/base/reflection.slang +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "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" +shader36 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear36 = true +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "BR_LayersUnderCRTPass" -shader33 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +shader37 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "CombinePass" +shader38 = ../../shaders/base/combine-passes.slang +scale_type38 = viewport +alias38 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp index 815cc39..b46fa8c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 42 +shaders = 46 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,226 +40,232 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true -scale_type_x25 = viewport +scale_type25 = source scale_x25 = 1.0 -scale_type_y25 = source scale_y25 = 1.0 -float_framebuffer25 = true -alias25 = Pass1 -shader26 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader26 = ../../shaders/base/stock.slang filter_linear26 = true -scale_type_x26 = absolute -scale_x26 = 640.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true +scale_type26 = source +scale_x26 = 1.0 +scale_y26 = 1.0 +alias26 = "PrePass" +mipmap_input26 = true -shader27 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader27 = ../../shaders/guest/hsm-avg-lum.slang filter_linear27 = true -scale_type_x27 = absolute -scale_x27 = 640.0 -scale_type_y27 = absolute -scale_y27 = 480.0 -float_framebuffer27 = true -alias27 = GlowPass +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" -shader28 = ../../shaders/guest/hsm-bloom_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 = 640.0 -scale_type_y28 = absolute -scale_y28 = 480.0 +scale_type28 = source +scale28 = 1.0 float_framebuffer28 = true +alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-bloom_vertical.slang +shader29 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 640.0 -scale_type_y29 = absolute -scale_y29 = 480.0 +scale_type_x29 = viewport +scale_x29 = 1.0 +scale_type_y29 = source +scale_y29 = 1.0 float_framebuffer29 = true -alias29 = BloomPass +alias29 = Pass1 -shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader30 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 640.0 +scale_type_y30 = source +scale_y30 = 1.0 float_framebuffer30 = true -scale_type30 = viewport -scale_x30 = 1.0 -scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-deconvergence.slang +shader31 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear31 = true -scale_type31 = viewport -scale_x31 = 1.0 -scale_y31 = 1.0 +scale_type_x31 = absolute +scale_x31 = 640.0 +scale_type_y31 = absolute +scale_y31 = 480.0 +float_framebuffer31 = true +alias31 = GlowPass -shader32 = ../../shaders/base/post-crt-prep-image-layers.slang -alias32 = "MBZ_PostCRTPass" +shader32 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear32 = true +scale_type_x32 = absolute +scale_x32 = 640.0 +scale_type_y32 = absolute +scale_y32 = 480.0 +float_framebuffer32 = true + +shader33 = ../../shaders/guest/hsm-bloom_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 = BloomPass + +shader34 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +filter_linear34 = true +float_framebuffer34 = true +scale_type34 = viewport +scale_x34 = 1.0 +scale_y34 = 1.0 + +shader35 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear35 = true +scale_type35 = viewport +scale_x35 = 1.0 +scale_y35 = 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 -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" +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) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input34 = true -filter_linear34 = true +shader38 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input38 = true +filter_linear38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear35 = true -alias35 = "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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 128 -scale_y36 = 128 -alias36 = "BR_MirrorReflectionDiffusedPass" +shader40 = ../../../../blurs/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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 12 -scale_y37 = 12 -alias37 = "BR_MirrorFullscreenGlowPass" +shader41 = ../../../../blurs/blur9x9.slang +mipmap_input41 = true +filter_linear41 = true +scale_type41 = absolute +scale_x41 = 12 +scale_y41 = 12 +alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader38 = ../../shaders/base/reflection.slang -scale_type38 = viewport -float_framebuffer38 = true -alias38 = "BR_CRTAndReflectionPass" +shader42 = ../../shaders/base/reflection.slang +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "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" +shader43 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear43 = true +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "BR_LayersUnderCRTPass" -shader40 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear40 = true -scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_LayersOverCRTPass" +shader44 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear44 = true +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader41 = ../../shaders/base/combine-passes.slang -scale_type41 = viewport -alias41 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp index 1f0a5b2..750a853 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 39 +shaders = 43 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,205 +40,211 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear23 = true -scale_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/base/stock.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/guest/hsm-avg-lum.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 +scale_type26 = source +scale26 = 1.0 float_framebuffer26 = true -alias26 = BloomPass +alias26 = "LinearizePass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader27 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear27 = true +scale_type_x27 = absolute +scale_x27 = 800.0 +scale_type_y27 = source +scale_y27 = 1.0 float_framebuffer27 = true -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = absolute +scale_y28 = 600.0 +float_framebuffer28 = true +alias28 = GlowPass -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +shader29 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear29 = true +scale_type_x29 = absolute +scale_x29 = 800.0 +scale_type_y29 = absolute +scale_y29 = 600.0 +float_framebuffer29 = true + +shader30 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear30 = true +scale_type_x30 = source +scale_x30 = 1.0 +scale_type_y30 = source +scale_y30 = 1.0 +float_framebuffer30 = true +alias30 = BloomPass + +shader31 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear31 = true +float_framebuffer31 = true +scale_type31 = viewport +scale_x31 = 1.0 +scale_y31 = 1.0 + +shader32 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader35 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input35 = true +filter_linear35 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader37 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader38 = ../../../../blurs/blur9x9.slang +mipmap_input38 = true +filter_linear38 = true +scale_type38 = absolute +scale_x38 = 12 +scale_y38 = 12 +alias38 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader39 = ../../shaders/base/reflection.slang +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "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" +shader40 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear40 = true +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader41 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp index f5aa354..e79472b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp @@ -1,9 +1,9 @@ -shaders = 35 +shaders = 39 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,165 +40,171 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear24 = "false" -scale_type24 = "viewport" -scale24 = "1.0" +shader24 = ../../shaders/base/stock.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" + +shader27 = ../../shaders/base/delinearize.slang + +shader28 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear28 = "false" +scale_type28 = "viewport" +scale28 = "1.0" + +shader29 = ../../shaders/base/post-crt-prep-image-layers.slang +alias29 = "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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader31 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input31 = true +filter_linear31 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader32 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear32 = true +alias32 = "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/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader33 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader34 = ../../../../blurs/blur9x9.slang +mipmap_input34 = true +filter_linear34 = true +scale_type34 = absolute +scale_x34 = 12 +scale_y34 = 12 +alias34 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader35 = ../../shaders/base/reflection.slang +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "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" +shader36 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear36 = true +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "BR_LayersUnderCRTPass" -shader33 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +shader37 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "CombinePass" +shader38 = ../../shaders/base/combine-passes.slang +scale_type38 = viewport +alias38 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp index 53bd1f6..a426044 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 38 +shaders = 42 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,197 +40,203 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 + +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 + +shader26 = ../../shaders/base/stock.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 +filter_linear27 = true +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" + +// 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" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader25 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear25 = "false" -scale_type25 = "source" -scale25 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input25 = "false" -alias25 = "SourceSDR" +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" -shader26 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear26 = "false" -scale_type26 = "source" -scale26 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input26 = "false" -alias26 = "SourceHDR" +shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear30 = "false" +scale_type30 = "source" +scale30 = "1.0" +wrap_mode30 = "clamp_to_border" +mipmap_input30 = "false" +alias30 = "SourceHDR" -shader27 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear27 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input27 = "false" -alias27 = "" -float_framebuffer27 = "false" -srgb_framebuffer27 = "false" -scale_type27 = "viewport" +shader31 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear31 = "false" +wrap_mode31 = "clamp_to_border" +mipmap_input31 = "false" +alias31 = "" +float_framebuffer31 = "false" +srgb_framebuffer31 = "false" +scale_type31 = "viewport" -shader28 = ../../shaders/base/post-crt-prep-image-layers.slang -alias28 = "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 -shader29 = ../../shaders/base/linearize-crt.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -// scale_x29 = 480 -// scale_y29 = 270 -// scale_x29 = 960 -// scale_y29 = 540 -scale_x29 = 800 -scale_y29 = 600 -alias29 = "BR_MirrorLowResPass" +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) ---------------------------------------------------------------- -shader30 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input30 = true -filter_linear30 = true +shader34 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input34 = true +filter_linear34 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear31 = true -alias31 = "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 -shader32 = ../../../../blurs/blur9x9.slang -mipmap_input32 = true -filter_linear32 = true -scale_type32 = absolute -scale_x32 = 128 -scale_y32 = 128 -alias32 = "BR_MirrorReflectionDiffusedPass" +shader36 = ../../../../blurs/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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 12 -scale_y33 = 12 -alias33 = "BR_MirrorFullscreenGlowPass" +shader37 = ../../../../blurs/blur9x9.slang +mipmap_input37 = true +filter_linear37 = true +scale_type37 = absolute +scale_x37 = 12 +scale_y37 = 12 +alias37 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader34 = ../../shaders/base/reflection.slang -scale_type34 = viewport -float_framebuffer34 = true -alias34 = "BR_CRTAndReflectionPass" +shader38 = ../../shaders/base/reflection.slang +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader35 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear35 = true -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_LayersUnderCRTPass" +shader39 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear39 = true +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "BR_LayersUnderCRTPass" -shader36 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear36 = true -scale_type36 = viewport -float_framebuffer36 = true -alias36 = "BR_LayersOverCRTPass" +shader40 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear40 = true +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader37 = ../../shaders/base/combine-passes.slang -scale_type37 = viewport -alias37 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp index ede48a9..a1831f1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp @@ -1,9 +1,9 @@ -shaders = 36 +shaders = 40 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,185 +40,191 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" + +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 + +shader24 = ../../shaders/base/stock.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 +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader23 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear23 = "false" -scale_type23 = "source" -scale23 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input23 = "false" -alias23 = "SourceSDR" +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" -shader24 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear24 = "false" -scale_type24 = "source" -scale24 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input24 = "false" -alias24 = "SourceHDR" +shader28 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear28 = "false" +scale_type28 = "source" +scale28 = "1.0" +wrap_mode28 = "clamp_to_border" +mipmap_input28 = "false" +alias28 = "SourceHDR" -shader25 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear25 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input25 = "false" -alias25 = "" -float_framebuffer25 = "false" -srgb_framebuffer25 = "false" -scale_type25 = "viewport" +shader29 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear29 = "false" +wrap_mode29 = "clamp_to_border" +mipmap_input29 = "false" +alias29 = "" +float_framebuffer29 = "false" +srgb_framebuffer29 = "false" +scale_type29 = "viewport" -shader26 = ../../shaders/base/post-crt-prep-image-layers.slang -alias26 = "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 -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" +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) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input28 = true -filter_linear28 = true +shader32 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input32 = true +filter_linear32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear29 = true -alias29 = "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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 128 -scale_y30 = 128 -alias30 = "BR_MirrorReflectionDiffusedPass" +shader34 = ../../../../blurs/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 -shader31 = ../../../../blurs/blur9x9.slang -mipmap_input31 = true -filter_linear31 = true -scale_type31 = absolute -scale_x31 = 12 -scale_y31 = 12 -alias31 = "BR_MirrorFullscreenGlowPass" +shader35 = ../../../../blurs/blur9x9.slang +mipmap_input35 = true +filter_linear35 = true +scale_type35 = absolute +scale_x35 = 12 +scale_y35 = 12 +alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader32 = ../../shaders/base/reflection.slang -scale_type32 = viewport -float_framebuffer32 = true -alias32 = "BR_CRTAndReflectionPass" +shader36 = ../../shaders/base/reflection.slang +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "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" +shader37 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersUnderCRTPass" -shader34 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear34 = true -scale_type34 = viewport -float_framebuffer34 = true -alias34 = "BR_LayersOverCRTPass" +shader38 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader35 = ../../shaders/base/combine-passes.slang -scale_type35 = viewport -alias35 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp index ff01e71..24c3260 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 45 +shaders = 49 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,265 +40,271 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang +scale_type17 = source +scale17 = 1.0 +float_framebuffer17 = true -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true +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 +float_framebuffer18 = true -shader15 = "../../../../reshade/shaders/bloom/BloomPass0.slang" -filter_linear15 = "true" -wrap_mode0 = "clamp_to_border" -mipmap_input15 = "false" -alias15 = "SamplerBloom1" -float_framebuffer15 = "true" -srgb_framebuffer15 = "false" -scale_type_x15 = "source" -scale_x15 = "4.000000" -scale_type_y15 = "source" -scale_y15 = "4.000000" - -shader16 = "../../../../reshade/shaders/bloom/BloomPass1.slang" -filter_linear16 = "true" -wrap_mode1 = "clamp_to_border" -mipmap_input16 = "false" -alias16 = "SamplerBloom2" -float_framebuffer16 = "true" -srgb_framebuffer16 = "false" - -shader17 = "../../../../reshade/shaders/bloom/BloomPass2.slang" -filter_linear17 = "true" -wrap_mode2 = "clamp_to_border" -mipmap_input17 = "false" -alias17 = "SamplerBloom3" -float_framebuffer17 = "true" -srgb_framebuffer17 = "false" - -shader18 = "../../../../reshade/shaders/bloom/BloomPass3.slang" -filter_linear18 = "true" -wrap_mode3 = "clamp_to_border" -mipmap_input18 = "false" -alias18 = "SamplerBloom4" -float_framebuffer18 = "true" -srgb_framebuffer18 = "false" - -shader19 = "../../../../reshade/shaders/bloom/BloomPass4.slang" +shader19 = "../../../../reshade/shaders/bloom/BloomPass0.slang" filter_linear19 = "true" -wrap_mode4 = "clamp_to_border" +wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" -alias19 = "SamplerBloom5" +alias19 = "SamplerBloom1" float_framebuffer19 = "true" srgb_framebuffer19 = "false" +scale_type_x19 = "source" +scale_x19 = "4.000000" +scale_type_y19 = "source" +scale_y19 = "4.000000" -shader20 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang" +shader20 = "../../../../reshade/shaders/bloom/BloomPass1.slang" filter_linear20 = "true" -wrap_mode5 = "clamp_to_border" +wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "LensFlare1" +alias20 = "SamplerBloom2" float_framebuffer20 = "true" srgb_framebuffer20 = "false" -shader21 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang" +shader21 = "../../../../reshade/shaders/bloom/BloomPass2.slang" filter_linear21 = "true" -wrap_mode6 = "clamp_to_border" +wrap_mode21 = "clamp_to_border" mipmap_input21 = "false" -alias21 = "LensFlare2" +alias21 = "SamplerBloom3" float_framebuffer21 = "true" srgb_framebuffer21 = "false" -shader22 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang" +shader22 = "../../../../reshade/shaders/bloom/BloomPass3.slang" filter_linear22 = "true" -wrap_mode7 = "clamp_to_border" +wrap_mode22 = "clamp_to_border" mipmap_input22 = "false" -alias22 = "LensFlare3" +alias22 = "SamplerBloom4" float_framebuffer22 = "true" srgb_framebuffer22 = "false" -shader23 = "../../../../reshade/shaders/bloom/LightingCombine.slang" +shader23 = "../../../../reshade/shaders/bloom/BloomPass4.slang" filter_linear23 = "true" -wrap_mode8 = "clamp_to_border" +wrap_mode23 = "clamp_to_border" mipmap_input23 = "false" -alias23 = "" -float_framebuffer23 = "false" +alias23 = "SamplerBloom5" +float_framebuffer23 = "true" srgb_framebuffer23 = "false" -scale_type_x23 = "source" -scale_x23 = "0.250000" -scale_type_y23 = "source" -scale_y23 = "0.250000" -shader24 = ../../../../stock.slang -alias24 = "PreCRTPass" +shader24 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang" +filter_linear24 = "true" +wrap_mode24 = "clamp_to_border" +mipmap_input24 = "false" +alias24 = "LensFlare1" +float_framebuffer24 = "true" +srgb_framebuffer24 = "false" -shader25 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear25 = true -scale_type25 = source -scale25 = 1.0 -alias25 = "AfterglowPass" +shader25 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang" +filter_linear25 = "true" +wrap_mode25 = "clamp_to_border" +mipmap_input25 = "false" +alias25 = "LensFlare2" +float_framebuffer25 = "true" +srgb_framebuffer25 = "false" -shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear26 = true -scale_type26 = source -mipmap_input26 = true -scale26 = 1.0 +shader26 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang" +filter_linear26 = "true" +wrap_mode26 = "clamp_to_border" +mipmap_input26 = "false" +alias26 = "LensFlare3" +float_framebuffer26 = "true" +srgb_framebuffer26 = "false" + +shader27 = "../../../../reshade/shaders/bloom/LightingCombine.slang" +filter_linear27 = "true" +wrap_mode27 = "clamp_to_border" +mipmap_input27 = "false" +alias27 = "" +float_framebuffer27 = "false" +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" + +shader29 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear29 = true +scale_type29 = source +scale29 = 1.0 +alias29 = "AfterglowPass" + +shader30 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear30 = true +scale_type30 = source +mipmap_input30 = true +scale30 = 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/guest/hsm-custom-fast-sharpen.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 -scale_y28 = 1.0 - -shader29 = ../../../../stock.slang -filter_linear29 = true -scale_type29 = source -scale_x29 = 1.0 -scale_y29 = 1.0 -alias29 = "PrePass" -mipmap_input29 = true - -shader30 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear30 = true -scale_type30 = source -scale30 = 1.0 -mipmap_input30 = true -alias30 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader31 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader31 = ../../shaders/dogway/hsm-grade.slang filter_linear31 = true scale_type31 = source scale31 = 1.0 -float_framebuffer31 = true -alias31 = "LinearizePass" -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 800.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/base/stock.slang filter_linear33 = true -scale_type_x33 = absolute -scale_x33 = 800.0 -scale_type_y33 = absolute -scale_y33 = 600.0 -float_framebuffer33 = true -alias33 = GlowPass +scale_type33 = source +scale_x33 = 1.0 +scale_y33 = 1.0 +alias33 = "PrePass" +mipmap_input33 = true -shader34 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader34 = ../../shaders/guest/hsm-avg-lum.slang filter_linear34 = true -scale_type_x34 = absolute -scale_x34 = 800.0 -scale_type_y34 = absolute -scale_y34 = 600.0 -float_framebuffer34 = true +scale_type34 = source +scale34 = 1.0 +mipmap_input34 = true +alias34 = "AvgLumPass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear35 = true -scale_type_x35 = source -scale_x35 = 1.0 -scale_type_y35 = source -scale_y35 = 1.0 +scale_type35 = source +scale35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = "LinearizePass" -shader36 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader36 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear36 = true +scale_type_x36 = absolute +scale_x36 = 800.0 +scale_type_y36 = source +scale_y36 = 1.0 float_framebuffer36 = true -scale_type36 = viewport -scale_x36 = 1.0 -scale_y36 = 1.0 -shader37 = ../../shaders/guest/hsm-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 800.0 +scale_type_y37 = absolute +scale_y37 = 600.0 +float_framebuffer37 = true +alias37 = GlowPass -shader38 = ../../shaders/base/post-crt-prep-glass.slang -alias38 = "MBZ_PostCRTPass" +shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear38 = true +scale_type_x38 = absolute +scale_x38 = 800.0 +scale_type_y38 = absolute +scale_y38 = 600.0 +float_framebuffer38 = true + +shader39 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear39 = true +scale_type_x39 = source +scale_x39 = 1.0 +scale_type_y39 = source +scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = BloomPass + +shader40 = ../../shaders/guest/hsm-crt-guest-advanced.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 -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" +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) ---------------------------------------------------------------- -shader40 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input40 = true -filter_linear40 = true +shader44 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input44 = true +filter_linear44 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader41 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear41 = true -alias41 = "BR_MirrorBlurredPass" +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 -shader42 = ../../../../blurs/blur9x9.slang -mipmap_input42 = true -filter_linear42 = true -scale_type42 = absolute -scale_x42 = 128 -scale_y42 = 128 -alias42 = "BR_MirrorReflectionDiffusedPass" +shader46 = ../../../../blurs/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 -shader43 = ../../../../blurs/blur9x9.slang -mipmap_input43 = true -filter_linear43 = true -scale_type43 = absolute -scale_x43 = 12 -scale_y43 = 12 -alias43 = "BR_MirrorFullscreenGlowPass" +shader47 = ../../../../blurs/blur9x9.slang +mipmap_input47 = true +filter_linear47 = true +scale_type47 = absolute +scale_x47 = 12 +scale_y47 = 12 +alias47 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader44 = ../../shaders/base/reflection-glass.slang -scale_type44 = viewport -alias44 = "BR_CRTAndReflectionPass" +shader48 = ../../shaders/base/reflection-glass.slang +scale_type48 = viewport +alias48 = "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;" @@ -431,7 +437,7 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // Reshade-FX -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 bLensdirtEnable_toggle = "1.000000" bAnamFlareEnable_toggle = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp index 469e114..cda9910 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp @@ -1,9 +1,9 @@ -shaders = 34 +shaders = 38 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,156 +40,162 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang -filter_linear23 = false -srgb_framebuffer23 = true +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang -filter_linear24 = false -srgb_framebuffer24 = true +shader24 = ../../shaders/base/stock.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang -filter_linear25 = false -srgb_framebuffer25 = true +shader25 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" + +shader27 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang +filter_linear27 = false +srgb_framebuffer27 = true + +shader28 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang +filter_linear28 = false +srgb_framebuffer28 = true + +shader29 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +filter_linear29 = false +srgb_framebuffer29 = true // Easymode's Shader! -shader26 = ../../shaders/easymode/hsm-crt-easymode-halation.slang -filter_linear26 = true -scale_type26 = viewport -float_framebuffer26 = true +shader30 = ../../shaders/easymode/hsm-crt-easymode-halation.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true -shader27 = ../../shaders/base/post-crt-prep-glass.slang -alias27 = "MBZ_PostCRTPass" +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 -shader28 = ../../shaders/base/linearize-crt.slang -mipmap_input28 = true -filter_linear28 = true -scale_type28 = absolute -// scale_x28 = 480 -// scale_y28 = 270 -// scale_x28 = 960 -// scale_y28 = 540 -scale_x28 = 800 -scale_y28 = 600 -alias28 = "BR_MirrorLowResPass" +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) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input29 = true -filter_linear29 = true +shader33 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input33 = true +filter_linear33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader30 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear30 = true -alias30 = "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 -shader31 = ../../../../blurs/blur9x9.slang -mipmap_input31 = true -filter_linear31 = true -scale_type31 = absolute -scale_x31 = 128 -scale_y31 = 128 -alias31 = "BR_MirrorReflectionDiffusedPass" +shader35 = ../../../../blurs/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 -shader32 = ../../../../blurs/blur9x9.slang -mipmap_input32 = true -filter_linear32 = true -scale_type32 = absolute -scale_x32 = 12 -scale_y32 = 12 -alias32 = "BR_MirrorFullscreenGlowPass" +shader36 = ../../../../blurs/blur9x9.slang +mipmap_input36 = true +filter_linear36 = true +scale_type36 = absolute +scale_x36 = 12 +scale_y36 = 12 +alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader33 = ../../shaders/base/reflection-glass.slang -scale_type33 = viewport -alias33 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp index 007a103..8b3078f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 34 +shaders = 38 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,160 +40,166 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/base/delinearize.slang +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 -shader26 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type26 = viewport +shader26 = ../../shaders/base/stock.slang +filter_linear26 = true +scale_type26 = source scale_x26 = 1.0 scale_y26 = 1.0 -filter_linear26 = true +alias26 = "PrePass" +mipmap_input26 = true + +shader27 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear27 = true +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" + +// 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/base/delinearize.slang + +shader30 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type30 = viewport +scale_x30 = 1.0 +scale_y30 = 1.0 +filter_linear30 = true g_sat = 0.15 -shader27 = ../../shaders/base/post-crt-prep-glass.slang -alias27 = "MBZ_PostCRTPass" +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 -shader28 = ../../shaders/base/linearize-crt.slang -mipmap_input28 = true -filter_linear28 = true -scale_type28 = absolute -// scale_x28 = 480 -// scale_y28 = 270 -// scale_x28 = 960 -// scale_y28 = 540 -scale_x28 = 800 -scale_y28 = 600 -alias28 = "BR_MirrorLowResPass" +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) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input29 = true -filter_linear29 = true +shader33 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input33 = true +filter_linear33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader30 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear30 = true -alias30 = "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 -shader31 = ../../../../blurs/blur9x9.slang -mipmap_input31 = true -filter_linear31 = true -scale_type31 = absolute -scale_x31 = 128 -scale_y31 = 128 -alias31 = "BR_MirrorReflectionDiffusedPass" +shader35 = ../../../../blurs/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 -shader32 = ../../../../blurs/blur9x9.slang -mipmap_input32 = true -filter_linear32 = true -scale_type32 = absolute -scale_x32 = 12 -scale_y32 = 12 -alias32 = "BR_MirrorFullscreenGlowPass" +shader36 = ../../../../blurs/blur9x9.slang +mipmap_input36 = true +filter_linear36 = true +scale_type36 = absolute +scale_x36 = 12 +scale_y36 = 12 +alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader33 = ../../shaders/base/reflection-glass.slang -scale_type33 = viewport -alias33 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp index bdda091..5fe0526 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp @@ -1,9 +1,9 @@ -shaders = 32 +shaders = 36 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,148 +40,154 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type24 = viewport +shader24 = ../../shaders/base/stock.slang +filter_linear24 = true +scale_type24 = source scale_x24 = 1.0 scale_y24 = 1.0 -filter_linear24 = true +alias24 = "PrePass" +mipmap_input24 = true + +shader25 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" + +shader27 = ../../shaders/base/delinearize.slang + +shader28 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type28 = viewport +scale_x28 = 1.0 +scale_y28 = 1.0 +filter_linear28 = true g_sat = 0.15 -shader25 = ../../shaders/base/post-crt-prep-glass.slang -alias25 = "MBZ_PostCRTPass" +shader29 = ../../shaders/base/post-crt-prep-glass.slang +alias29 = "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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader31 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input31 = true +filter_linear31 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader32 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear32 = true +alias32 = "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/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader33 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader34 = ../../../../blurs/blur9x9.slang +mipmap_input34 = true +filter_linear34 = true +scale_type34 = absolute +scale_x34 = 12 +scale_y34 = 12 +alias34 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection-glass.slang -scale_type31 = viewport -alias31 = "BR_CRTAndReflectionPass" +shader35 = ../../shaders/base/reflection-glass.slang +scale_type35 = viewport +alias35 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp index ec848cf..0ea11f1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 39 +shaders = 43 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,206 +40,212 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true -scale_type_x25 = viewport +scale_type25 = source scale_x25 = 1.0 -scale_type_y25 = source scale_y25 = 1.0 -float_framebuffer25 = true -alias25 = Pass1 -shader26 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader26 = ../../shaders/base/stock.slang filter_linear26 = true -scale_type_x26 = absolute -scale_x26 = 640.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true +scale_type26 = source +scale_x26 = 1.0 +scale_y26 = 1.0 +alias26 = "PrePass" +mipmap_input26 = true -shader27 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader27 = ../../shaders/guest/hsm-avg-lum.slang filter_linear27 = true -scale_type_x27 = absolute -scale_x27 = 640.0 -scale_type_y27 = absolute -scale_y27 = 480.0 -float_framebuffer27 = true -alias27 = GlowPass +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" -shader28 = ../../shaders/guest/hsm-bloom_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 = 640.0 -scale_type_y28 = absolute -scale_y28 = 480.0 +scale_type28 = source +scale28 = 1.0 float_framebuffer28 = true +alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-bloom_vertical.slang +shader29 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 640.0 -scale_type_y29 = absolute -scale_y29 = 480.0 +scale_type_x29 = viewport +scale_x29 = 1.0 +scale_type_y29 = source +scale_y29 = 1.0 float_framebuffer29 = true -alias29 = BloomPass +alias29 = Pass1 -shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader30 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 640.0 +scale_type_y30 = source +scale_y30 = 1.0 float_framebuffer30 = true -scale_type30 = viewport -scale_x30 = 1.0 -scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-deconvergence.slang +shader31 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear31 = true -scale_type31 = viewport -scale_x31 = 1.0 -scale_y31 = 1.0 +scale_type_x31 = absolute +scale_x31 = 640.0 +scale_type_y31 = absolute +scale_y31 = 480.0 +float_framebuffer31 = true +alias31 = GlowPass -shader32 = ../../shaders/base/post-crt-prep-glass.slang -alias32 = "MBZ_PostCRTPass" +shader32 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear32 = true +scale_type_x32 = absolute +scale_x32 = 640.0 +scale_type_y32 = absolute +scale_y32 = 480.0 +float_framebuffer32 = true + +shader33 = ../../shaders/guest/hsm-bloom_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 = BloomPass + +shader34 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +filter_linear34 = true +float_framebuffer34 = true +scale_type34 = viewport +scale_x34 = 1.0 +scale_y34 = 1.0 + +shader35 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear35 = true +scale_type35 = viewport +scale_x35 = 1.0 +scale_y35 = 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 -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" +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) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input34 = true -filter_linear34 = true +shader38 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input38 = true +filter_linear38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear35 = true -alias35 = "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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 128 -scale_y36 = 128 -alias36 = "BR_MirrorReflectionDiffusedPass" +shader40 = ../../../../blurs/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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 12 -scale_y37 = 12 -alias37 = "BR_MirrorFullscreenGlowPass" +shader41 = ../../../../blurs/blur9x9.slang +mipmap_input41 = true +filter_linear41 = true +scale_type41 = absolute +scale_x41 = 12 +scale_y41 = 12 +alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader38 = ../../shaders/base/reflection-glass.slang -scale_type38 = viewport -alias38 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp index eef67b0..0ee0db2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 36 +shaders = 40 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,185 +40,191 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear23 = true -scale_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/base/stock.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/guest/hsm-avg-lum.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 +scale_type26 = source +scale26 = 1.0 float_framebuffer26 = true -alias26 = BloomPass +alias26 = "LinearizePass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader27 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear27 = true +scale_type_x27 = absolute +scale_x27 = 800.0 +scale_type_y27 = source +scale_y27 = 1.0 float_framebuffer27 = true -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = absolute +scale_y28 = 600.0 +float_framebuffer28 = true +alias28 = GlowPass -shader29 = ../../shaders/base/post-crt-prep-glass.slang -alias29 = "MBZ_PostCRTPass" +shader29 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear29 = true +scale_type_x29 = absolute +scale_x29 = 800.0 +scale_type_y29 = absolute +scale_y29 = 600.0 +float_framebuffer29 = true + +shader30 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear30 = true +scale_type_x30 = source +scale_x30 = 1.0 +scale_type_y30 = source +scale_y30 = 1.0 +float_framebuffer30 = true +alias30 = BloomPass + +shader31 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear31 = true +float_framebuffer31 = true +scale_type31 = viewport +scale_x31 = 1.0 +scale_y31 = 1.0 + +shader32 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader35 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input35 = true +filter_linear35 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader37 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader38 = ../../../../blurs/blur9x9.slang +mipmap_input38 = true +filter_linear38 = true +scale_type38 = absolute +scale_x38 = 12 +scale_y38 = 12 +alias38 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection-glass.slang -scale_type35 = viewport -alias35 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp index 292e373..581e0be 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp @@ -1,9 +1,9 @@ -shaders = 32 +shaders = 36 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,145 +40,151 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear24 = "false" -scale_type24 = "viewport" -scale24 = "1.0" +shader24 = ../../shaders/base/stock.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/base/post-crt-prep-glass.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" + +shader27 = ../../shaders/base/delinearize.slang + +shader28 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear28 = "false" +scale_type28 = "viewport" +scale28 = "1.0" + +shader29 = ../../shaders/base/post-crt-prep-glass.slang +alias29 = "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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader31 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input31 = true +filter_linear31 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader32 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear32 = true +alias32 = "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/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader33 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader34 = ../../../../blurs/blur9x9.slang +mipmap_input34 = true +filter_linear34 = true +scale_type34 = absolute +scale_x34 = 12 +scale_y34 = 12 +alias34 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection-glass.slang -scale_type31 = viewport -alias31 = "BR_CRTAndReflectionPass" +shader35 = ../../shaders/base/reflection-glass.slang +scale_type35 = viewport +alias35 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp index 00a6c4f..6e9964f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 35 +shaders = 39 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,177 +40,183 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 + +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 + +shader26 = ../../shaders/base/stock.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 +filter_linear27 = true +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" + +// 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" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader25 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear25 = "false" -scale_type25 = "source" -scale25 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input25 = "false" -alias25 = "SourceSDR" +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" -shader26 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear26 = "false" -scale_type26 = "source" -scale26 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input26 = "false" -alias26 = "SourceHDR" +shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear30 = "false" +scale_type30 = "source" +scale30 = "1.0" +wrap_mode30 = "clamp_to_border" +mipmap_input30 = "false" +alias30 = "SourceHDR" -shader27 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear27 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input27 = "false" -alias27 = "" -float_framebuffer27 = "false" -srgb_framebuffer27 = "false" -scale_type27 = "viewport" +shader31 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear31 = "false" +wrap_mode31 = "clamp_to_border" +mipmap_input31 = "false" +alias31 = "" +float_framebuffer31 = "false" +srgb_framebuffer31 = "false" +scale_type31 = "viewport" -shader28 = ../../shaders/base/post-crt-prep-glass.slang -alias28 = "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 -shader29 = ../../shaders/base/linearize-crt.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -// scale_x29 = 480 -// scale_y29 = 270 -// scale_x29 = 960 -// scale_y29 = 540 -scale_x29 = 800 -scale_y29 = 600 -alias29 = "BR_MirrorLowResPass" +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) ---------------------------------------------------------------- -shader30 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input30 = true -filter_linear30 = true +shader34 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input34 = true +filter_linear34 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear31 = true -alias31 = "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 -shader32 = ../../../../blurs/blur9x9.slang -mipmap_input32 = true -filter_linear32 = true -scale_type32 = absolute -scale_x32 = 128 -scale_y32 = 128 -alias32 = "BR_MirrorReflectionDiffusedPass" +shader36 = ../../../../blurs/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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 12 -scale_y33 = 12 -alias33 = "BR_MirrorFullscreenGlowPass" +shader37 = ../../../../blurs/blur9x9.slang +mipmap_input37 = true +filter_linear37 = true +scale_type37 = absolute +scale_x37 = 12 +scale_y37 = 12 +alias37 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader34 = ../../shaders/base/reflection-glass.slang -scale_type34 = viewport -alias34 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp index 330f594..5e3a9f7 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp @@ -1,9 +1,9 @@ -shaders = 33 +shaders = 37 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,165 +40,171 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" + +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 + +shader24 = ../../shaders/base/stock.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 +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader23 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear23 = "false" -scale_type23 = "source" -scale23 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input23 = "false" -alias23 = "SourceSDR" +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" -shader24 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear24 = "false" -scale_type24 = "source" -scale24 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input24 = "false" -alias24 = "SourceHDR" +shader28 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear28 = "false" +scale_type28 = "source" +scale28 = "1.0" +wrap_mode28 = "clamp_to_border" +mipmap_input28 = "false" +alias28 = "SourceHDR" -shader25 = "../../shaders/megatron/crt-sony-megatron.slang" -filter_linear25 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input25 = "false" -alias25 = "" -float_framebuffer25 = "false" -srgb_framebuffer25 = "false" -scale_type25 = "viewport" +shader29 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear29 = "false" +wrap_mode29 = "clamp_to_border" +mipmap_input29 = "false" +alias29 = "" +float_framebuffer29 = "false" +srgb_framebuffer29 = "false" +scale_type29 = "viewport" -shader26 = ../../shaders/base/post-crt-prep-glass.slang -alias26 = "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 -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" +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) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input28 = true -filter_linear28 = true +shader32 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input32 = true +filter_linear32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear29 = true -alias29 = "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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 128 -scale_y30 = 128 -alias30 = "BR_MirrorReflectionDiffusedPass" +shader34 = ../../../../blurs/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 -shader31 = ../../../../blurs/blur9x9.slang -mipmap_input31 = true -filter_linear31 = true -scale_type31 = absolute -scale_x31 = 12 -scale_y31 = 12 -alias31 = "BR_MirrorFullscreenGlowPass" +shader35 = ../../../../blurs/blur9x9.slang +mipmap_input35 = true +filter_linear35 = true +scale_type35 = absolute +scale_x35 = 12 +scale_y35 = 12 +alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader32 = ../../shaders/base/reflection-glass.slang -scale_type32 = viewport -alias32 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp index 57ced7f..ebee71c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 36 +shaders = 40 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,172 +40,178 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true -scale_type_x25 = viewport +scale_type25 = source scale_x25 = 1.0 -scale_type_y25 = source scale_y25 = 1.0 -float_framebuffer25 = true -alias25 = Pass1 -shader26 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader26 = ../../shaders/base/stock.slang filter_linear26 = true -scale_type_x26 = absolute -scale_x26 = 640.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true +scale_type26 = source +scale_x26 = 1.0 +scale_y26 = 1.0 +alias26 = "PrePass" +mipmap_input26 = true -shader27 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader27 = ../../shaders/guest/hsm-avg-lum.slang filter_linear27 = true -scale_type_x27 = absolute -scale_x27 = 640.0 -scale_type_y27 = absolute -scale_y27 = 480.0 -float_framebuffer27 = true -alias27 = GlowPass +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" -shader28 = ../../shaders/guest/hsm-bloom_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 = 640.0 -scale_type_y28 = absolute -scale_y28 = 480.0 +scale_type28 = source +scale28 = 1.0 float_framebuffer28 = true +alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-bloom_vertical.slang +shader29 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 640.0 -scale_type_y29 = absolute -scale_y29 = 480.0 +scale_type_x29 = viewport +scale_x29 = 1.0 +scale_type_y29 = source +scale_y29 = 1.0 float_framebuffer29 = true -alias29 = BloomPass +alias29 = Pass1 -shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang +shader30 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 640.0 +scale_type_y30 = source +scale_y30 = 1.0 float_framebuffer30 = true -scale_type30 = viewport -scale_x30 = 1.0 -scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-deconvergence.slang +shader31 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear31 = true -scale_type31 = viewport -scale_x31 = 1.0 -scale_y31 = 1.0 +scale_type_x31 = absolute +scale_x31 = 640.0 +scale_type_y31 = absolute +scale_y31 = 480.0 +float_framebuffer31 = true +alias31 = GlowPass -shader32 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias32 = "MBZ_PostCRTPass" +shader32 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear32 = true +scale_type_x32 = absolute +scale_x32 = 640.0 +scale_type_y32 = absolute +scale_y32 = 480.0 +float_framebuffer32 = true + +shader33 = ../../shaders/guest/hsm-bloom_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 = BloomPass + +shader34 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang +filter_linear34 = true +float_framebuffer34 = true +scale_type34 = viewport +scale_x34 = 1.0 +scale_y34 = 1.0 + +shader35 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear35 = true +scale_type35 = viewport +scale_x35 = 1.0 +scale_y35 = 1.0 + +shader36 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias36 = "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" +shader37 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersUnderCRTPass" -shader34 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear34 = true -scale_type34 = viewport -float_framebuffer34 = true -alias34 = "BR_LayersOverCRTPass" +shader38 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader35 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type35 = viewport -alias35 = "CombinePass" +shader39 = ../../shaders/base/combine-passes-no-reflect.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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp index ce7016b..df58f87 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp @@ -1,9 +1,9 @@ -shaders = 33 +shaders = 37 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,151 +40,157 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear23 = true -scale_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/base/stock.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 +alias24 = "PrePass" +mipmap_input24 = true -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/guest/hsm-avg-lum.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 +scale_type26 = source +scale26 = 1.0 float_framebuffer26 = true -alias26 = BloomPass +alias26 = "LinearizePass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang +shader27 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear27 = true +scale_type_x27 = absolute +scale_x27 = 800.0 +scale_type_y27 = source +scale_y27 = 1.0 float_framebuffer27 = true -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 -shader28 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +shader28 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = absolute +scale_y28 = 600.0 +float_framebuffer28 = true +alias28 = GlowPass -shader29 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias29 = "MBZ_PostCRTPass" +shader29 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear29 = true +scale_type_x29 = absolute +scale_x29 = 800.0 +scale_type_y29 = absolute +scale_y29 = 600.0 +float_framebuffer29 = true + +shader30 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear30 = true +scale_type_x30 = source +scale_x30 = 1.0 +scale_type_y30 = source +scale_y30 = 1.0 +float_framebuffer30 = true +alias30 = BloomPass + +shader31 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang +filter_linear31 = true +float_framebuffer31 = true +scale_type31 = viewport +scale_x31 = 1.0 +scale_y31 = 1.0 + +shader32 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +filter_linear32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias33 = "MBZ_PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader30 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear30 = true -scale_type30 = viewport -float_framebuffer30 = true -alias30 = "BR_LayersUnderCRTPass" +shader34 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear34 = true +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "BR_LayersUnderCRTPass" -shader31 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear31 = true -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_LayersOverCRTPass" +shader35 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear35 = true +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader32 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type32 = viewport -alias32 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp index 55ccbb3..21af2b0 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp @@ -1,9 +1,9 @@ -shaders = 32 +shaders = 36 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,143 +40,149 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader17 = ../../shaders/base/stock.slang +alias17 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader18 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +alias18 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +shader19 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear19 = true +scale_type19 = source +mipmap_input19 = true +scale19 = 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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader20 = ../../shaders/dogway/hsm-grade.slang filter_linear20 = true scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 +scale20 = 1.0 -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear21 = true -scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +shader21 = ../../shaders/base/stock.slang +alias21 = "PrePass0" -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 +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 -alias22 = "PrePass" -mipmap_input22 = true +frame_count_mod22 = 2 +alias22 = NPass1 -shader23 = ../../shaders/guest/hsm-avg-lum.slang +shader23 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer23 = true filter_linear23 = true scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +scale_x23 = 0.5 +scale_y23 = 1.0 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 1.0 +scale_y24 = 1.0 + +shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 + +shader26 = ../../shaders/base/stock.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 +filter_linear27 = true +scale_type27 = source +scale27 = 1.0 +mipmap_input27 = true +alias27 = "AvgLumPass" + +// 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" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader25 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear25 = "false" -scale_type25 = "source" -scale25 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input25 = "false" -alias25 = "SourceSDR" +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" -shader26 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear26 = "false" -scale_type26 = "source" -scale26 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input26 = "false" -alias26 = "SourceHDR" +shader30 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear30 = "false" +scale_type30 = "source" +scale30 = "1.0" +wrap_mode30 = "clamp_to_border" +mipmap_input30 = "false" +alias30 = "SourceHDR" -shader27 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" -filter_linear27 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input27 = "false" -alias27 = "" -float_framebuffer27 = "false" -srgb_framebuffer27 = "false" -scale_type27 = "viewport" +shader31 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear31 = "false" +wrap_mode31 = "clamp_to_border" +mipmap_input31 = "false" +alias31 = "" +float_framebuffer31 = "false" +srgb_framebuffer31 = "false" +scale_type31 = "viewport" -shader28 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias28 = "MBZ_PostCRTPass" +shader32 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias32 = "MBZ_PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader29 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear29 = true -scale_type29 = viewport -float_framebuffer29 = true -alias29 = "BR_LayersUnderCRTPass" +shader33 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear33 = true +scale_type33 = viewport +float_framebuffer33 = true +alias33 = "BR_LayersUnderCRTPass" -shader30 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear30 = true -scale_type30 = viewport -float_framebuffer30 = true -alias30 = "BR_LayersOverCRTPass" +shader34 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear34 = true +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader31 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type31 = viewport -alias31 = "CombinePass" +shader35 = ../../shaders/base/combine-passes-no-reflect.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;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp index 367635e..ba365cb 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp @@ -1,9 +1,9 @@ -shaders = 30 +shaders = 34 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,131 +40,137 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/linearize.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 -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +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/base/delinearize.slang -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true +shader17 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type17 = source -mipmap_input17 = true scale17 = 1.0 +float_framebuffer17 = true + +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 +float_framebuffer18 = true + +shader19 = ../../shaders/base/stock.slang +alias19 = "PreCRTPass" + +shader20 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear20 = true +scale_type20 = source +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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true -scale_type18 = source -scale18 = 1.0 - -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source -scale_x19 = 1.0 -scale_y19 = 1.0 - -shader20 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true - -shader21 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear21 = true -scale_type21 = source -scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" - -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/dogway/hsm-grade.slang filter_linear22 = true scale_type22 = source scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" + +shader23 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear23 = true +scale_type23 = source +scale_x23 = 1.0 +scale_y23 = 1.0 + +shader24 = ../../shaders/base/stock.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 +filter_linear25 = true +scale_type25 = source +scale25 = 1.0 +mipmap_input25 = true +alias25 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader26 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +float_framebuffer26 = true +alias26 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader23 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear23 = "false" -scale_type23 = "source" -scale23 = "1.0" -wrap_mode0 = "clamp_to_border" -mipmap_input23 = "false" -alias23 = "SourceSDR" +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" -shader24 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" -filter_linear24 = "false" -scale_type24 = "source" -scale24 = "1.0" -wrap_mode1 = "clamp_to_border" -mipmap_input24 = "false" -alias24 = "SourceHDR" +shader28 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +filter_linear28 = "false" +scale_type28 = "source" +scale28 = "1.0" +wrap_mode28 = "clamp_to_border" +mipmap_input28 = "false" +alias28 = "SourceHDR" -shader25 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" -filter_linear25 = "false" -wrap_mode2 = "clamp_to_border" -mipmap_input25 = "false" -alias25 = "" -float_framebuffer25 = "false" -srgb_framebuffer25 = "false" -scale_type25 = "viewport" +shader29 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear29 = "false" +wrap_mode29 = "clamp_to_border" +mipmap_input29 = "false" +alias29 = "" +float_framebuffer29 = "false" +srgb_framebuffer29 = "false" +scale_type29 = "viewport" -shader26 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias26 = "MBZ_PostCRTPass" +shader30 = ../../shaders/base/post-crt-prep-no-reflect.slang +alias30 = "MBZ_PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" +shader31 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear31 = true +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "BR_LayersUnderCRTPass" -shader28 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +shader32 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear32 = true +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type29 = viewport -alias29 = "CombinePass" +shader33 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type33 = viewport +alias33 = "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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp index 5d31126..dda21b3 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 27 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp index 315d9a4..2d42fbf 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp @@ -3,7 +3,7 @@ shaders = 23 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp index 758af59..6e6b431 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 32 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp index 32fdbdb..43cbfaa 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp @@ -3,7 +3,7 @@ shaders = 27 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp index 8f9d323..ea770e9 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp @@ -3,7 +3,7 @@ shaders = 23 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp index 96fb7cc..e3c06ec 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 28 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 @@ -123,7 +123,7 @@ shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear18 = "false" scale_type18 = "source" scale18 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode18 = "clamp_to_border" mipmap_input18 = "false" alias18 = "SourceSDR" @@ -131,13 +131,13 @@ shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" alias19 = "SourceHDR" shader20 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear20 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" alias20 = "" float_framebuffer20 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp index 6b0eee6..cfa089a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp @@ -3,7 +3,7 @@ shaders = 24 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 @@ -97,7 +97,7 @@ shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear14 = "false" scale_type14 = "source" scale14 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode14 = "clamp_to_border" mipmap_input14 = "false" alias14 = "SourceSDR" @@ -105,13 +105,13 @@ shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" alias15 = "SourceHDR" shader16 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear16 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" alias16 = "" float_framebuffer16 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp index 5c9f5fe..a5d264a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp @@ -3,7 +3,7 @@ shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp index 4ab4ca5..538a322 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 30 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp index ad5e81a..1801035 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp @@ -3,7 +3,7 @@ shaders = 26 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp index 784177d..8f48f40 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 35 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp index 8898d39..c8a382a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp @@ -3,7 +3,7 @@ shaders = 30 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp index 5deab7d..04ee827 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp @@ -3,7 +3,7 @@ shaders = 26 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp index 0b7ceff..5f66d9b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 @@ -123,7 +123,7 @@ shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear18 = "false" scale_type18 = "source" scale18 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode18 = "clamp_to_border" mipmap_input18 = "false" alias18 = "SourceSDR" @@ -131,13 +131,13 @@ shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" alias19 = "SourceHDR" shader20 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear20 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" alias20 = "" float_framebuffer20 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp index e215c12..8c77651 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp @@ -3,7 +3,7 @@ shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 @@ -97,7 +97,7 @@ shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear14 = "false" scale_type14 = "source" scale14 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode14 = "clamp_to_border" mipmap_input14 = "false" alias14 = "SourceSDR" @@ -105,13 +105,13 @@ shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" alias15 = "SourceHDR" shader16 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear16 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" alias16 = "" float_framebuffer16 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp index 11c9347..13fb3fa 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp @@ -3,7 +3,7 @@ shaders = 22 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp index a88ebb5..d526a01 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 24 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp index 55d139a..a9e7220 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp @@ -3,7 +3,7 @@ shaders = 20 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp index ef4ba53..d8c7956 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 29 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp index 28d857a..c95b1e1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp @@ -3,7 +3,7 @@ shaders = 24 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp index de82620..eed1449 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp @@ -3,7 +3,7 @@ shaders = 20 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp index 750e76c..e0c4186 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 25 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 @@ -123,7 +123,7 @@ shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear18 = "false" scale_type18 = "source" scale18 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode18 = "clamp_to_border" mipmap_input18 = "false" alias18 = "SourceSDR" @@ -131,13 +131,13 @@ shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" alias19 = "SourceHDR" shader20 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear20 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" alias20 = "" float_framebuffer20 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp index 7474d0e..affc752 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp @@ -3,7 +3,7 @@ shaders = 21 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 @@ -97,7 +97,7 @@ shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear14 = "false" scale_type14 = "source" scale14 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode14 = "clamp_to_border" mipmap_input14 = "false" alias14 = "SourceSDR" @@ -105,13 +105,13 @@ shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" alias15 = "SourceHDR" shader16 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear16 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" alias16 = "" float_framebuffer16 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp index e45f3d9..d902c03 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp @@ -3,7 +3,7 @@ shaders = 19 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp index 534d331..3ac81db 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 13 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -47,7 +47,7 @@ filter_linear6 = true scale_type6 = source scale6 = 1.0 -shader7 = ../../../../stock.slang +shader7 = ../../shaders/base/stock.slang alias7 = "PrePass0" shader8 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp index 7b0737f..afd3643 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp @@ -3,7 +3,7 @@ shaders = 9 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp index d335fcb..510a441 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 26 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp index 2a0ef9e..aed1676 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp @@ -3,7 +3,7 @@ shaders = 21 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp index 6c987d9..2957db7 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp @@ -3,7 +3,7 @@ shaders = 17 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp index 230eaf2..f24f254 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp @@ -3,7 +3,7 @@ shaders = 22 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -62,7 +62,7 @@ filter_linear9 = true scale_type9 = source scale9 = 1.0 -shader10 = ../../../../stock.slang +shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -94,7 +94,7 @@ scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/base/stock.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 @@ -123,7 +123,7 @@ shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear18 = "false" scale_type18 = "source" scale18 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode18 = "clamp_to_border" mipmap_input18 = "false" alias18 = "SourceSDR" @@ -131,13 +131,13 @@ shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" alias19 = "SourceHDR" shader20 = "../../shaders/megatron/crt-sony-megatron-potato.slang" filter_linear20 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" alias20 = "" float_framebuffer20 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp index 50e07ce..1a9d36b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp @@ -3,7 +3,7 @@ shaders = 18 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang +shader1 = ../../shaders/base/stock.slang filter_linear1 = false srgb_framebuffer1 = true scale_type1 = source @@ -40,7 +40,7 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../../../stock.slang +shader6 = ../../shaders/base/stock.slang alias6 = "PreCRTPass" shader7 = ../../shaders/guest/hsm-afterglow0.slang @@ -68,7 +68,7 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/base/stock.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 @@ -97,7 +97,7 @@ shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear14 = "false" scale_type14 = "source" scale14 = "1.0" -wrap_mode0 = "clamp_to_border" +wrap_mode14 = "clamp_to_border" mipmap_input14 = "false" alias14 = "SourceSDR" @@ -105,13 +105,13 @@ shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" -wrap_mode1 = "clamp_to_border" +wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" alias15 = "SourceHDR" shader16 = "../../shaders/megatron/crt-sony-megatron-potato.slang" filter_linear16 = "false" -wrap_mode2 = "clamp_to_border" +wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" alias16 = "" float_framebuffer16 = "false" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp index 16c0527..b57f700 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp @@ -1,297 +1,310 @@ -shaders = 48 +shaders = 53 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader18 = ../../shaders/base/stock.slang +alias18 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 +shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer19 = true +alias19 = scalefx_pass0 -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang -filter_linear18 = false -scale_type18 = source -scale18 = 3 - -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" - -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" +float_framebuffer12 = true -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear21 = false 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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear22 = false scale_type22 = source scale22 = 1.0 -shader23 = ../../../../stock.slang -alias23 = "PrePass0" +shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear23 = false +scale_type23 = source +scale23 = 3 -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -scale_type_x24 = source -scale_type_y24 = source -scale_x24 = 4.0 -scale_y24 = 1.0 -frame_count_mod24 = 2 -alias24 = NPass1 +shader24 = ../../shaders/base/stock.slang +alias24 = "PreCRTPass" -shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer25 = true +shader25 = ../../shaders/guest/hsm-afterglow0.slang filter_linear25 = true scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 +scale25 = 1.0 +alias25 = "AfterglowPass" -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +mipmap_input26 = true +scale26 = 1.0 -shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +// 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 -scale_x27 = 1.0 -scale_y27 = 1.0 +scale27 = 1.0 -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 -scale_y28 = 1.0 -alias28 = "PrePass" -mipmap_input28 = true +shader28 = ../../shaders/base/stock.slang +alias28 = "PrePass0" -shader29 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear29 = true -scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +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 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer30 = true filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +scale_x30 = 0.5 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear31 = true -scale_type_x31 = viewport +scale_type31 = source scale_x31 = 1.0 -scale_type_y31 = source scale_y31 = 1.0 -float_framebuffer31 = true -alias31 = Pass1 -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 640.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/base/stock.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 +scale_type33 = source +scale_x33 = 1.0 +scale_y33 = 1.0 +alias33 = "PrePass" +mipmap_input33 = true -shader34 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader34 = ../../shaders/guest/hsm-avg-lum.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 = source +scale34 = 1.0 +mipmap_input34 = true +alias34 = "AvgLumPass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear35 = true -scale_type_x35 = absolute -scale_x35 = 640.0 -scale_type_y35 = absolute -scale_y35 = 480.0 +scale_type35 = source +scale35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = "LinearizePass" -shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear36 = true -float_framebuffer36 = true -scale_type36 = viewport +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-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 640.0 +scale_type_y37 = source +scale_y37 = 1.0 +float_framebuffer37 = true -shader38 = ../../shaders/base/post-crt-prep-image-layers.slang -alias38 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader40 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input40 = true -filter_linear40 = true +shader45 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input45 = true +filter_linear45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader41 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear41 = true -alias41 = "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 -shader42 = ../../../../blurs/blur9x9.slang -mipmap_input42 = true -filter_linear42 = true -scale_type42 = absolute -scale_x42 = 128 -scale_y42 = 128 -alias42 = "BR_MirrorReflectionDiffusedPass" +shader47 = ../../../../blurs/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 -shader43 = ../../../../blurs/blur9x9.slang -mipmap_input43 = true -filter_linear43 = true -scale_type43 = absolute -scale_x43 = 12 -scale_y43 = 12 -alias43 = "BR_MirrorFullscreenGlowPass" +shader48 = ../../../../blurs/blur9x9.slang +mipmap_input48 = true +filter_linear48 = true +scale_type48 = absolute +scale_x48 = 12 +scale_y48 = 12 +alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader44 = ../../shaders/base/reflection.slang -scale_type44 = viewport -float_framebuffer44 = true -alias44 = "BR_CRTAndReflectionPass" +shader49 = ../../shaders/base/reflection.slang +scale_type49 = viewport +float_framebuffer49 = true +alias49 = "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" +shader50 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear50 = true +scale_type50 = viewport +float_framebuffer50 = true +alias50 = "BR_LayersUnderCRTPass" -shader46 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear46 = true -scale_type46 = viewport -float_framebuffer46 = true -alias46 = "BR_LayersOverCRTPass" +shader51 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear51 = true +scale_type51 = viewport +float_framebuffer51 = true +alias51 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader47 = ../../shaders/base/combine-passes.slang -scale_type47 = viewport -alias47 = "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;" @@ -380,7 +393,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -389,9 +402,11 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // NTSC Parameters GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp index 4112c08..392fc57 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp @@ -1,297 +1,310 @@ -shaders = 48 +shaders = 53 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader18 = ../../shaders/base/stock.slang +alias18 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 +shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang +filter_linear19 = false +scale_type19 = source +scale19 = 1.0 +float_framebuffer19 = true +alias19 = scalefx_pass0 -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang -filter_linear18 = false -scale_type18 = source -scale18 = 3 - -shader19 = ../../../../stock.slang -alias19 = "PreCRTPass" - -shader20 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear20 = true +shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang +filter_linear20 = false scale_type20 = source scale20 = 1.0 -alias20 = "AfterglowPass" +float_framebuffer12 = true -shader21 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear21 = true +shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear21 = false 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 -shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear22 = false scale_type22 = source scale22 = 1.0 -shader23 = ../../../../stock.slang -alias23 = "PrePass0" +shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear23 = false +scale_type23 = source +scale23 = 3 -shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear24 = false -float_framebuffer24 = true -scale_type_x24 = source -scale_type_y24 = source -scale_x24 = 4.0 -scale_y24 = 1.0 -frame_count_mod24 = 2 -alias24 = NPass1 +shader24 = ../../shaders/base/stock.slang +alias24 = "PreCRTPass" -shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer25 = true +shader25 = ../../shaders/guest/hsm-afterglow0.slang filter_linear25 = true scale_type25 = source -scale_x25 = 0.5 -scale_y25 = 1.0 +scale25 = 1.0 +alias25 = "AfterglowPass" -shader26 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader26 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear26 = true scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 +mipmap_input26 = true +scale26 = 1.0 -shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +// 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 -scale_x27 = 1.0 -scale_y27 = 1.0 +scale27 = 1.0 -shader28 = ../../../../stock.slang -filter_linear28 = true -scale_type28 = source -scale_x28 = 1.0 -scale_y28 = 1.0 -alias28 = "PrePass" -mipmap_input28 = true +shader28 = ../../shaders/base/stock.slang +alias28 = "PrePass0" -shader29 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear29 = true -scale_type29 = source -scale29 = 1.0 -mipmap_input29 = true -alias29 = "AvgLumPass" +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 -// Pass referenced by subsequent blurring passes and crt pass -shader30 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer30 = true filter_linear30 = true scale_type30 = source -scale30 = 1.0 -float_framebuffer30 = true -alias30 = "LinearizePass" +scale_x30 = 0.5 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear31 = true -scale_type_x31 = viewport +scale_type31 = source scale_x31 = 1.0 -scale_type_y31 = source scale_y31 = 1.0 -float_framebuffer31 = true -alias31 = Pass1 -shader32 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader32 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear32 = true -scale_type_x32 = absolute -scale_x32 = 640.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true +scale_type32 = source +scale_x32 = 1.0 +scale_y32 = 1.0 -shader33 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader33 = ../../shaders/base/stock.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 +scale_type33 = source +scale_x33 = 1.0 +scale_y33 = 1.0 +alias33 = "PrePass" +mipmap_input33 = true -shader34 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader34 = ../../shaders/guest/hsm-avg-lum.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 = source +scale34 = 1.0 +mipmap_input34 = true +alias34 = "AvgLumPass" -shader35 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear35 = true -scale_type_x35 = absolute -scale_x35 = 640.0 -scale_type_y35 = absolute -scale_y35 = 480.0 +scale_type35 = source +scale35 = 1.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = "LinearizePass" -shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear36 = true -float_framebuffer36 = true -scale_type36 = viewport +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-deconvergence.slang +shader37 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear37 = true -scale_type37 = viewport -scale_x37 = 1.0 -scale_y37 = 1.0 +scale_type_x37 = absolute +scale_x37 = 640.0 +scale_type_y37 = source +scale_y37 = 1.0 +float_framebuffer37 = true -shader38 = ../../shaders/base/post-crt-prep-image-layers.slang -alias38 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader40 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input40 = true -filter_linear40 = true +shader45 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input45 = true +filter_linear45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader41 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear41 = true -alias41 = "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 -shader42 = ../../../../blurs/blur9x9.slang -mipmap_input42 = true -filter_linear42 = true -scale_type42 = absolute -scale_x42 = 128 -scale_y42 = 128 -alias42 = "BR_MirrorReflectionDiffusedPass" +shader47 = ../../../../blurs/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 -shader43 = ../../../../blurs/blur9x9.slang -mipmap_input43 = true -filter_linear43 = true -scale_type43 = absolute -scale_x43 = 12 -scale_y43 = 12 -alias43 = "BR_MirrorFullscreenGlowPass" +shader48 = ../../../../blurs/blur9x9.slang +mipmap_input48 = true +filter_linear48 = true +scale_type48 = absolute +scale_x48 = 12 +scale_y48 = 12 +alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader44 = ../../shaders/base/reflection.slang -scale_type44 = viewport -float_framebuffer44 = true -alias44 = "BR_CRTAndReflectionPass" +shader49 = ../../shaders/base/reflection.slang +scale_type49 = viewport +float_framebuffer49 = true +alias49 = "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" +shader50 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear50 = true +scale_type50 = viewport +float_framebuffer50 = true +alias50 = "BR_LayersUnderCRTPass" -shader46 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear46 = true -scale_type46 = viewport -float_framebuffer46 = true -alias46 = "BR_LayersOverCRTPass" +shader51 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear51 = true +scale_type51 = viewport +float_framebuffer51 = true +alias51 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader47 = ../../shaders/base/combine-passes.slang -scale_type47 = viewport -alias47 = "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;" @@ -380,7 +393,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -389,9 +402,11 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // NTSC Parameters GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp index 405b93f..23ab03e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp @@ -1,276 +1,289 @@ -shaders = 45 +shaders = 50 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 400 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 400 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader18 = ../../shaders/base/stock.slang +alias18 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang -filter_linear18 = false -scale_type18 = source -scale18 = 3 - -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 float_framebuffer19 = true +alias19 = scalefx_pass0 -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 +float_framebuffer12 = true -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear22 = false scale_type22 = source scale22 = 1.0 -alias22 = "AfterglowPass" -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear23 = false scale_type23 = source -mipmap_input23 = true -scale23 = 1.0 +scale23 = 3 -// Color Correction with Dogway's awesome Grade shader -// Grade is after Afterglow so that brightening the black level does not break the afterglow -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +// GTU TV Processing +shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type24 = source scale24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source +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 = ../../../../stock.slang -filter_linear26 = true -scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 -alias26 = "PrePass" -mipmap_input26 = true +shader26 = ../../shaders/base/stock.slang +alias26 = "PreCRTPass" -shader27 = ../../shaders/guest/hsm-avg-lum.slang +shader27 = ../../shaders/guest/hsm-afterglow0.slang filter_linear27 = true scale_type27 = source scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" +alias27 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear28 = true scale_type28 = source +mipmap_input28 = true scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x29 = absolute -scale_x29 = 800.0 -scale_type_y29 = source -scale_y29 = 1.0 -float_framebuffer29 = true +scale_type29 = source +scale29 = 1.0 -shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.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 +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader31 = ../../shaders/base/stock.slang filter_linear31 = true -scale_type_x31 = absolute -scale_x31 = 800.0 -scale_type_y31 = absolute -scale_y31 = 600.0 -float_framebuffer31 = true +scale_type31 = source +scale_x31 = 1.0 +scale_y31 = 1.0 +alias31 = "PrePass" +mipmap_input31 = true -shader32 = ../../shaders/guest/hsm-bloom_vertical.slang +shader32 = ../../shaders/guest/hsm-avg-lum.slang filter_linear32 = true -scale_type_x32 = source -scale_x32 = 1.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true -alias32 = BloomPass +scale_type32 = source +scale32 = 1.0 +mipmap_input32 = true +alias32 = "AvgLumPass" -shader33 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type33 = viewport -scale_x33 = 1.0 -scale_y33 = 1.0 +alias33 = "LinearizePass" -shader34 = ../../shaders/guest/hsm-deconvergence.slang +shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear34 = true -scale_type34 = viewport -scale_x34 = 1.0 -scale_y34 = 1.0 +scale_type_x34 = absolute +scale_x34 = 800.0 +scale_type_y34 = source +scale_y34 = 1.0 +float_framebuffer34 = true -shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader37 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input37 = true -filter_linear37 = true +shader42 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input42 = true +filter_linear42 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader38 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear38 = true -alias38 = "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 -shader39 = ../../../../blurs/blur9x9.slang -mipmap_input39 = true -filter_linear39 = true -scale_type39 = absolute -scale_x39 = 128 -scale_y39 = 128 -alias39 = "BR_MirrorReflectionDiffusedPass" +shader44 = ../../../../blurs/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 -shader40 = ../../../../blurs/blur9x9.slang -mipmap_input40 = true -filter_linear40 = true -scale_type40 = absolute -scale_x40 = 12 -scale_y40 = 12 -alias40 = "BR_MirrorFullscreenGlowPass" +shader45 = ../../../../blurs/blur9x9.slang +mipmap_input45 = true +filter_linear45 = true +scale_type45 = absolute +scale_x45 = 12 +scale_y45 = 12 +alias45 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader41 = ../../shaders/base/reflection.slang -scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +shader46 = ../../shaders/base/reflection.slang +scale_type46 = viewport +float_framebuffer46 = true +alias46 = "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" +shader47 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear47 = true +scale_type47 = viewport +float_framebuffer47 = true +alias47 = "BR_LayersUnderCRTPass" -shader43 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear43 = true -scale_type43 = viewport -float_framebuffer43 = true -alias43 = "BR_LayersOverCRTPass" +shader48 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear48 = true +scale_type48 = viewport +float_framebuffer48 = true +alias48 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader44 = ../../shaders/base/combine-passes.slang -scale_type44 = viewport -alias44 = "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;" @@ -359,7 +372,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -368,6 +381,8 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // 3DS Parameters HSM_FLIP_VIEWPORT_VERTICAL = 1 HSM_ASPECT_RATIO_MODE = 5 @@ -390,4 +405,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp index a1cb16b..5425da2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp @@ -1,276 +1,289 @@ -shaders = 45 +shaders = 50 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = refpass +shader18 = ../../shaders/base/stock.slang +alias18 = refpass -shader14 = ../../shaders/scalefx/hsm-scalefx-pass0.slang -filter_linear14 = false -scale_type14 = source -scale14 = 1.0 -float_framebuffer14 = true -alias14 = scalefx_pass0 - -shader15 = ../../shaders/scalefx/hsm-scalefx-pass1.slang -filter_linear15 = false -scale_type15 = source -scale15 = 1.0 -float_framebuffer12 = true - -shader16 = ../../shaders/scalefx/hsm-scalefx-pass2.slang -filter_linear16 = false -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../shaders/scalefx/hsm-scalefx-pass3.slang -filter_linear17 = false -scale_type17 = source -scale17 = 1.0 - -shader18 = ../../shaders/scalefx/hsm-scalefx-pass4.slang -filter_linear18 = false -scale_type18 = source -scale18 = 3 - -// GTU TV Processing -shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang +shader19 = ../../shaders/scalefx/hsm-scalefx-pass0.slang +filter_linear19 = false scale_type19 = source scale19 = 1.0 float_framebuffer19 = true +alias19 = scalefx_pass0 -shader20 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x20 = source -scale_x20 = 1.0 -scale_type_y20 = source -scale_y20 = 1.0 +shader20 = ../../shaders/scalefx/hsm-scalefx-pass1.slang filter_linear20 = false -float_framebuffer20 = true +scale_type20 = source +scale20 = 1.0 +float_framebuffer12 = true -shader21 = ../../../../stock.slang -alias21 = "PreCRTPass" +shader21 = ../../shaders/scalefx/hsm-scalefx-pass2.slang +filter_linear21 = false +scale_type21 = source +scale21 = 1.0 -shader22 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear22 = true +shader22 = ../../shaders/scalefx/hsm-scalefx-pass3.slang +filter_linear22 = false scale_type22 = source scale22 = 1.0 -alias22 = "AfterglowPass" -shader23 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear23 = true +shader23 = ../../shaders/scalefx/hsm-scalefx-pass4.slang +filter_linear23 = false scale_type23 = source -mipmap_input23 = true -scale23 = 1.0 +scale23 = 3 -// Color Correction with Dogway's awesome Grade shader -// Grade is after Afterglow so that brightening the black level does not break the afterglow -shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +// GTU TV Processing +shader24 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type24 = source scale24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear25 = true -scale_type25 = source +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 = ../../../../stock.slang -filter_linear26 = true -scale_type26 = source -scale_x26 = 1.0 -scale_y26 = 1.0 -alias26 = "PrePass" -mipmap_input26 = true +shader26 = ../../shaders/base/stock.slang +alias26 = "PreCRTPass" -shader27 = ../../shaders/guest/hsm-avg-lum.slang +shader27 = ../../shaders/guest/hsm-afterglow0.slang filter_linear27 = true scale_type27 = source scale27 = 1.0 -mipmap_input27 = true -alias27 = "AvgLumPass" +alias27 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader28 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader28 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear28 = true scale_type28 = source +mipmap_input28 = true scale28 = 1.0 -float_framebuffer28 = true -alias28 = "LinearizePass" -shader29 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x29 = absolute -scale_x29 = 800.0 -scale_type_y29 = source -scale_y29 = 1.0 -float_framebuffer29 = true +scale_type29 = source +scale29 = 1.0 -shader30 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.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 +scale_type30 = source +scale_x30 = 1.0 +scale_y30 = 1.0 -shader31 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader31 = ../../shaders/base/stock.slang filter_linear31 = true -scale_type_x31 = absolute -scale_x31 = 800.0 -scale_type_y31 = absolute -scale_y31 = 600.0 -float_framebuffer31 = true +scale_type31 = source +scale_x31 = 1.0 +scale_y31 = 1.0 +alias31 = "PrePass" +mipmap_input31 = true -shader32 = ../../shaders/guest/hsm-bloom_vertical.slang +shader32 = ../../shaders/guest/hsm-avg-lum.slang filter_linear32 = true -scale_type_x32 = source -scale_x32 = 1.0 -scale_type_y32 = source -scale_y32 = 1.0 -float_framebuffer32 = true -alias32 = BloomPass +scale_type32 = source +scale32 = 1.0 +mipmap_input32 = true +alias32 = "AvgLumPass" -shader33 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type33 = viewport -scale_x33 = 1.0 -scale_y33 = 1.0 +alias33 = "LinearizePass" -shader34 = ../../shaders/guest/hsm-deconvergence.slang +shader34 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear34 = true -scale_type34 = viewport -scale_x34 = 1.0 -scale_y34 = 1.0 +scale_type_x34 = absolute +scale_x34 = 800.0 +scale_type_y34 = source +scale_y34 = 1.0 +float_framebuffer34 = true -shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +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 -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" +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) ---------------------------------------------------------------- -shader37 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input37 = true -filter_linear37 = true +shader42 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input42 = true +filter_linear42 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader38 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear38 = true -alias38 = "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 -shader39 = ../../../../blurs/blur9x9.slang -mipmap_input39 = true -filter_linear39 = true -scale_type39 = absolute -scale_x39 = 128 -scale_y39 = 128 -alias39 = "BR_MirrorReflectionDiffusedPass" +shader44 = ../../../../blurs/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 -shader40 = ../../../../blurs/blur9x9.slang -mipmap_input40 = true -filter_linear40 = true -scale_type40 = absolute -scale_x40 = 12 -scale_y40 = 12 -alias40 = "BR_MirrorFullscreenGlowPass" +shader45 = ../../../../blurs/blur9x9.slang +mipmap_input45 = true +filter_linear45 = true +scale_type45 = absolute +scale_x45 = 12 +scale_y45 = 12 +alias45 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader41 = ../../shaders/base/reflection.slang -scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +shader46 = ../../shaders/base/reflection.slang +scale_type46 = viewport +float_framebuffer46 = true +alias46 = "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" +shader47 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear47 = true +scale_type47 = viewport +float_framebuffer47 = true +alias47 = "BR_LayersUnderCRTPass" -shader43 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear43 = true -scale_type43 = viewport -float_framebuffer43 = true -alias43 = "BR_LayersOverCRTPass" +shader48 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear48 = true +scale_type48 = viewport +float_framebuffer48 = true +alias48 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader44 = ../../shaders/base/combine-passes.slang -scale_type44 = viewport -alias44 = "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;" @@ -359,7 +372,7 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -MDAPT_MODE = 1 +HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 @@ -368,5 +381,7 @@ HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +shadowMask = 3 + // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp index bfb6800..0de003a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp @@ -1,266 +1,279 @@ -shaders = 42 +shaders = 47 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader18 = ../../shaders/base/stock.slang +alias18 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader19 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear19 = true +scale_type19 = source +scale19 = 1.0 +alias19 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 - -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader21 = ../../shaders/dogway/hsm-grade.slang filter_linear21 = true scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +scale21 = 1.0 -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 -scale_y22 = 1.0 -alias22 = "PrePass" -mipmap_input22 = true +shader22 = ../../shaders/base/stock.slang +alias22 = "PrePass0" -shader23 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear23 = true -scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +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 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer24 = true filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 0.5 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear25 = true -scale_type_x25 = viewport +scale_type25 = source scale_x25 = 1.0 -scale_type_y25 = source scale_y25 = 1.0 -float_framebuffer25 = true -alias25 = Pass1 -shader26 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear26 = true -scale_type_x26 = absolute -scale_x26 = 640.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true +scale_type26 = source +scale_x26 = 1.0 +scale_y26 = 1.0 -shader27 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader27 = ../../shaders/base/stock.slang filter_linear27 = true -scale_type_x27 = absolute -scale_x27 = 640.0 -scale_type_y27 = absolute -scale_y27 = 480.0 -float_framebuffer27 = true -alias27 = GlowPass +scale_type27 = source +scale_x27 = 1.0 +scale_y27 = 1.0 +alias27 = "PrePass" +mipmap_input27 = true -shader28 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader28 = ../../shaders/guest/hsm-avg-lum.slang filter_linear28 = true -scale_type_x28 = absolute -scale_x28 = 640.0 -scale_type_y28 = absolute -scale_y28 = 480.0 -float_framebuffer28 = true +scale_type28 = source +scale28 = 1.0 +mipmap_input28 = true +alias28 = "AvgLumPass" -shader29 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 640.0 -scale_type_y29 = absolute -scale_y29 = 480.0 +scale_type29 = source +scale29 = 1.0 float_framebuffer29 = true -alias29 = BloomPass +alias29 = "LinearizePass" -shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear30 = true -float_framebuffer30 = true -scale_type30 = viewport +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-deconvergence.slang +shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear31 = true -scale_type31 = viewport -scale_x31 = 1.0 -scale_y31 = 1.0 +scale_type_x31 = absolute +scale_x31 = 640.0 +scale_type_y31 = source +scale_y31 = 1.0 +float_framebuffer31 = true -shader32 = ../../shaders/base/post-crt-prep-image-layers.slang -alias32 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear33 = true +scale_type_x33 = absolute +scale_x33 = 640.0 +scale_type_y33 = absolute +scale_y33 = 480.0 +float_framebuffer33 = true + +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 +alias34 = BloomPass + +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/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 -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" +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) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input34 = true -filter_linear34 = true +shader39 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input39 = true +filter_linear39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear35 = true -alias35 = "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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 128 -scale_y36 = 128 -alias36 = "BR_MirrorReflectionDiffusedPass" +shader41 = ../../../../blurs/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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 12 -scale_y37 = 12 -alias37 = "BR_MirrorFullscreenGlowPass" +shader42 = ../../../../blurs/blur9x9.slang +mipmap_input42 = true +filter_linear42 = true +scale_type42 = absolute +scale_x42 = 12 +scale_y42 = 12 +alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader38 = ../../shaders/base/reflection.slang -scale_type38 = viewport -float_framebuffer38 = true -alias38 = "BR_CRTAndReflectionPass" +shader43 = ../../shaders/base/reflection.slang +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "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" +shader44 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear44 = true +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "BR_LayersUnderCRTPass" -shader40 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear40 = true -scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_LayersOverCRTPass" +shader45 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear45 = true +scale_type45 = viewport +float_framebuffer45 = true +alias45 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader41 = ../../shaders/base/combine-passes.slang -scale_type41 = viewport -alias41 = "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;" @@ -353,4 +366,4 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp index e009750..fc42e46 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp @@ -1,266 +1,279 @@ -shaders = 42 +shaders = 47 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang -shader13 = ../../../../stock.slang -alias13 = "PreCRTPass" +shader18 = ../../shaders/base/stock.slang +alias18 = "PreCRTPass" -shader14 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear14 = true -scale_type14 = source -scale14 = 1.0 -alias14 = "AfterglowPass" +shader19 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear19 = true +scale_type19 = source +scale19 = 1.0 +alias19 = "AfterglowPass" -shader15 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear15 = true -scale_type15 = source -mipmap_input15 = true -scale15 = 1.0 +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 -shader16 = ../../shaders/dogway/hsm-grade.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 - -shader17 = ../../../../stock.slang -alias17 = "PrePass0" - -shader18 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear18 = false -float_framebuffer18 = true -scale_type_x18 = source -scale_type_y18 = source -scale_x18 = 4.0 -scale_y18 = 1.0 -frame_count_mod18 = 2 -alias18 = NPass1 - -shader19 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang -float_framebuffer19 = true -filter_linear19 = true -scale_type19 = source -scale_x19 = 0.5 -scale_y19 = 1.0 - -shader20 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 - -shader21 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader21 = ../../shaders/dogway/hsm-grade.slang filter_linear21 = true scale_type21 = source -scale_x21 = 1.0 -scale_y21 = 1.0 +scale21 = 1.0 -shader22 = ../../../../stock.slang -filter_linear22 = true -scale_type22 = source -scale_x22 = 1.0 -scale_y22 = 1.0 -alias22 = "PrePass" -mipmap_input22 = true +shader22 = ../../shaders/base/stock.slang +alias22 = "PrePass0" -shader23 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear23 = true -scale_type23 = source -scale23 = 1.0 -mipmap_input23 = true -alias23 = "AvgLumPass" +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 -// Pass referenced by subsequent blurring passes and crt pass -shader24 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader24 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer24 = true filter_linear24 = true scale_type24 = source -scale24 = 1.0 -float_framebuffer24 = true -alias24 = "LinearizePass" +scale_x24 = 0.5 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +shader25 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear25 = true -scale_type_x25 = viewport +scale_type25 = source scale_x25 = 1.0 -scale_type_y25 = source scale_y25 = 1.0 -float_framebuffer25 = true -alias25 = Pass1 -shader26 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader26 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear26 = true -scale_type_x26 = absolute -scale_x26 = 640.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true +scale_type26 = source +scale_x26 = 1.0 +scale_y26 = 1.0 -shader27 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader27 = ../../shaders/base/stock.slang filter_linear27 = true -scale_type_x27 = absolute -scale_x27 = 640.0 -scale_type_y27 = absolute -scale_y27 = 480.0 -float_framebuffer27 = true -alias27 = GlowPass +scale_type27 = source +scale_x27 = 1.0 +scale_y27 = 1.0 +alias27 = "PrePass" +mipmap_input27 = true -shader28 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader28 = ../../shaders/guest/hsm-avg-lum.slang filter_linear28 = true -scale_type_x28 = absolute -scale_x28 = 640.0 -scale_type_y28 = absolute -scale_y28 = 480.0 -float_framebuffer28 = true +scale_type28 = source +scale28 = 1.0 +mipmap_input28 = true +alias28 = "AvgLumPass" -shader29 = ../../shaders/guest/hsm-bloom_vertical.slang +// Pass referenced by subsequent blurring passes and crt pass +shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear29 = true -scale_type_x29 = absolute -scale_x29 = 640.0 -scale_type_y29 = absolute -scale_y29 = 480.0 +scale_type29 = source +scale29 = 1.0 float_framebuffer29 = true -alias29 = BloomPass +alias29 = "LinearizePass" -shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader30 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear30 = true -float_framebuffer30 = true -scale_type30 = viewport +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-deconvergence.slang +shader31 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear31 = true -scale_type31 = viewport -scale_x31 = 1.0 -scale_y31 = 1.0 +scale_type_x31 = absolute +scale_x31 = 640.0 +scale_type_y31 = source +scale_y31 = 1.0 +float_framebuffer31 = true -shader32 = ../../shaders/base/post-crt-prep-image-layers.slang -alias32 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear33 = true +scale_type_x33 = absolute +scale_x33 = 640.0 +scale_type_y33 = absolute +scale_y33 = 480.0 +float_framebuffer33 = true + +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 +alias34 = BloomPass + +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/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 -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" +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) ---------------------------------------------------------------- -shader34 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input34 = true -filter_linear34 = true +shader39 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input39 = true +filter_linear39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader35 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear35 = true -alias35 = "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 -shader36 = ../../../../blurs/blur9x9.slang -mipmap_input36 = true -filter_linear36 = true -scale_type36 = absolute -scale_x36 = 128 -scale_y36 = 128 -alias36 = "BR_MirrorReflectionDiffusedPass" +shader41 = ../../../../blurs/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 -shader37 = ../../../../blurs/blur9x9.slang -mipmap_input37 = true -filter_linear37 = true -scale_type37 = absolute -scale_x37 = 12 -scale_y37 = 12 -alias37 = "BR_MirrorFullscreenGlowPass" +shader42 = ../../../../blurs/blur9x9.slang +mipmap_input42 = true +filter_linear42 = true +scale_type42 = absolute +scale_x42 = 12 +scale_y42 = 12 +alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader38 = ../../shaders/base/reflection.slang -scale_type38 = viewport -float_framebuffer38 = true -alias38 = "BR_CRTAndReflectionPass" +shader43 = ../../shaders/base/reflection.slang +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "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" +shader44 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear44 = true +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "BR_LayersUnderCRTPass" -shader40 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear40 = true -scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_LayersOverCRTPass" +shader45 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear45 = true +scale_type45 = viewport +float_framebuffer45 = true +alias45 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader41 = ../../shaders/base/combine-passes.slang -scale_type41 = viewport -alias41 = "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;" @@ -353,4 +366,4 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp index 7338c68..c097b9f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 1440 -scale_y1 = 1080 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 1440 +scale_y2 = 1080 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -328,4 +341,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp index cbda4cd..f1d2708 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 224 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 224 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -328,4 +341,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp index 2127a4e..a3f74d1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -328,4 +341,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp index a54de90..3b99a5c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 400 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 400 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -349,4 +362,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp index 7239f37..5192c4b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -328,4 +341,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp index 548e7a4..bb88711 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 256 -scale_y1 = 384 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 256 +scale_y2 = 384 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -344,4 +357,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp index 1abcbc8..2f9357f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp @@ -1,245 +1,258 @@ -shaders = 39 +shaders = 44 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 480 -scale_y1 = 272 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 480 +scale_y2 = 272 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// 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_type_x23 = absolute -scale_x23 = 800.0 -scale_type_y23 = source -scale_y23 = 1.0 -float_framebuffer23 = true +scale_type23 = source +scale23 = 1.0 -shader24 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true -scale_type_x24 = absolute -scale_x24 = 800.0 -scale_type_y24 = absolute -scale_y24 = 600.0 -float_framebuffer24 = true -alias24 = GlowPass +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader25 = ../../shaders/base/stock.slang filter_linear25 = true -scale_type_x25 = absolute -scale_x25 = 800.0 -scale_type_y25 = absolute -scale_y25 = 600.0 -float_framebuffer25 = true +scale_type25 = source +scale_x25 = 1.0 +scale_y25 = 1.0 +alias25 = "PrePass" +mipmap_input25 = true -shader26 = ../../shaders/guest/hsm-bloom_vertical.slang +shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true -scale_type_x26 = source -scale_x26 = 1.0 -scale_type_y26 = source -scale_y26 = 1.0 -float_framebuffer26 = true -alias26 = BloomPass +scale_type26 = source +scale26 = 1.0 +mipmap_input26 = true +alias26 = "AvgLumPass" -shader27 = ../../shaders/guest/hsm-crt-guest-advanced.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 -scale_type27 = viewport -scale_x27 = 1.0 -scale_y27 = 1.0 +alias27 = "LinearizePass" -shader28 = ../../shaders/guest/hsm-deconvergence.slang +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear28 = true -scale_type28 = viewport -scale_x28 = 1.0 -scale_y28 = 1.0 +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true -shader29 = ../../shaders/base/post-crt-prep-image-layers.slang -alias29 = "MBZ_PostCRTPass" +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 -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" +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) ---------------------------------------------------------------- -shader31 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input31 = true -filter_linear31 = true +shader36 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input36 = true +filter_linear36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader32 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear32 = true -alias32 = "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 -shader33 = ../../../../blurs/blur9x9.slang -mipmap_input33 = true -filter_linear33 = true -scale_type33 = absolute -scale_x33 = 128 -scale_y33 = 128 -alias33 = "BR_MirrorReflectionDiffusedPass" +shader38 = ../../../../blurs/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 -shader34 = ../../../../blurs/blur9x9.slang -mipmap_input34 = true -filter_linear34 = true -scale_type34 = absolute -scale_x34 = 12 -scale_y34 = 12 -alias34 = "BR_MirrorFullscreenGlowPass" +shader39 = ../../../../blurs/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader35 = ../../shaders/base/reflection.slang -scale_type35 = viewport -float_framebuffer35 = true -alias35 = "BR_CRTAndReflectionPass" +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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" +shader41 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear41 = true +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "BR_LayersUnderCRTPass" -shader37 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear37 = true -scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_LayersOverCRTPass" +shader42 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader38 = ../../shaders/base/combine-passes.slang -scale_type38 = viewport -alias38 = "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;" @@ -342,4 +355,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp new file mode 100644 index 0000000..499ad75 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp @@ -0,0 +1,358 @@ +shaders = 44 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute +scale_x1 = 960 +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" + +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang +filter_linear2 = false +scale_type2 = absolute +scale_x2 = 960 +scale_y2 = 544 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" + +shader3 = ../../shaders/base/add-negative-crop-area.slang +filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true +scale_type3 = source +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" + +shader4 = ../../shaders/base/cache-info-all-params.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "InfoCachePass" + +shader5 = ../../shaders/base/text-std.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "TextPass" + +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" + +// De-Dithering - Mdapt +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 + +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 + +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/base/stock.slang +alias20 = "PreCRTPass" + +shader21 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear21 = true +scale_type21 = source +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 +shader23 = ../../shaders/dogway/hsm-grade.slang +filter_linear23 = true +scale_type23 = source +scale23 = 1.0 + +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 + +shader25 = ../../shaders/base/stock.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 +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +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" + +shader28 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear28 = true +scale_type_x28 = absolute +scale_x28 = 800.0 +scale_type_y28 = source +scale_y28 = 1.0 +float_framebuffer28 = true + +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_horizontal.slang +filter_linear30 = true +scale_type_x30 = absolute +scale_x30 = 800.0 +scale_type_y30 = absolute +scale_y30 = 600.0 +float_framebuffer30 = true + +shader31 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear31 = true +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-crt-guest-advanced.slang +filter_linear32 = true +float_framebuffer32 = true +scale_type32 = viewport +scale_x32 = 1.0 +scale_y32 = 1.0 + +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 +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) ---------------------------------------------------------------- +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 +shader38 = ../../../../blurs/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/blur9x9.slang +mipmap_input39 = true +filter_linear39 = true +scale_type39 = absolute +scale_x39 = 12 +scale_y39 = 12 +alias39 = "BR_MirrorFullscreenGlowPass" + +// Bezel Reflection ---------------------------------------------------------------- +shader40 = ../../shaders/base/reflection.slang +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "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 +filter_linear42 = true +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +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;" + +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 + +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 + +// PSP Parameters +HSM_ASPECT_RATIO_MODE = 5 + +HSM_INT_SCALE_MODE = 0 +HSM_INT_SCALE_BORDER_MIN_HEIGHT = 10 + +HSM_CURVATURE_MODE = 0 + +HSM_GLOBAL_CORNER_RADIUS = 4 +HSM_TUBE_BLACK_EDGE_THICKNESS = 50 +HSM_BZL_WIDTH = 160 +HSM_BZL_HEIGHT = 150 +HSM_FRM_THICKNESS = 100 + +// DREZ Parameters +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp index 5c179dc..d3252f0 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp @@ -1,205 +1,218 @@ -shaders = 35 +shaders = 40 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 400 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 400 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-adv.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-adv.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +// 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/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear24 = "false" -scale_type24 = "viewport" -scale24 = "1.0" +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/base/stock.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 +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +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" + +shader28 = ../../shaders/base/delinearize.slang + +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 -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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader32 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input32 = true +filter_linear32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "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 -shader29 = ../../../../blurs/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader34 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader35 = ../../../../blurs/blur9x9.slang +mipmap_input35 = true +filter_linear35 = true +scale_type35 = absolute +scale_x35 = 12 +scale_y35 = 12 +alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader36 = ../../shaders/base/reflection.slang +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "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" +shader37 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersUnderCRTPass" -shader33 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +shader38 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "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;" @@ -309,4 +322,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp index 0da1754..561d4ca 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp @@ -1,205 +1,218 @@ -shaders = 35 +shaders = 40 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 256 -scale_y1 = 384 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 256 +scale_y2 = 384 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-adv.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-adv.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +// 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/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear24 = "false" -scale_type24 = "viewport" -scale24 = "1.0" +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/base/stock.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 +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +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" + +shader28 = ../../shaders/base/delinearize.slang + +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 -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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader32 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input32 = true +filter_linear32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "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 -shader29 = ../../../../blurs/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader34 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader35 = ../../../../blurs/blur9x9.slang +mipmap_input35 = true +filter_linear35 = true +scale_type35 = absolute +scale_x35 = 12 +scale_y35 = 12 +alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader36 = ../../shaders/base/reflection.slang +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "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" +shader37 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersUnderCRTPass" -shader33 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +shader38 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "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;" @@ -304,4 +317,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp index 7aaca73..d21eda1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp @@ -1,205 +1,218 @@ -shaders = 35 +shaders = 40 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 480 -scale_y1 = 272 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 480 +scale_y2 = 272 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-adv.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-adv.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreDeDitheringPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/linearize.slang +alias7 = LinearGamma + +shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang +shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang +alias10 = "PreMdaptPass" // De-Dithering - Mdapt -shader7 = ../../shaders/mdapt/hsm-mdapt-pass0.slang -shader8 = ../../shaders/mdapt/hsm-mdapt-pass1.slang -shader9 = ../../shaders/mdapt/hsm-mdapt-pass2.slang -shader10 = ../../shaders/mdapt/hsm-mdapt-pass3.slang -shader11 = ../../shaders/mdapt/hsm-mdapt-pass4.slang +shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang +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 -shader12 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang // GTU TV Processing -shader13 = ../../shaders/gtu/hsm-gtu-pass1.slang -scale_type13 = source -scale13 = 1.0 -float_framebuffer13 = true - -shader14 = ../../shaders/gtu/hsm-gtu-pass2.slang -scale_type_x14 = source -scale_x14 = 1.0 -scale_type_y14 = source -scale_y14 = 1.0 -filter_linear14 = false -float_framebuffer14 = true - -shader15 = ../../../../stock.slang -alias15 = "PreCRTPass" - -shader16 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -alias16 = "AfterglowPass" - -shader17 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang -filter_linear17 = true -scale_type17 = source -mipmap_input17 = true -scale17 = 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 -shader18 = ../../shaders/dogway/hsm-grade.slang -filter_linear18 = true +shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang scale_type18 = source scale18 = 1.0 +float_framebuffer18 = true -shader19 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear19 = true -scale_type19 = source +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 = ../../../../stock.slang -filter_linear20 = true -scale_type20 = source -scale_x20 = 1.0 -scale_y20 = 1.0 -alias20 = "PrePass" -mipmap_input20 = true +shader20 = ../../shaders/base/stock.slang +alias20 = "PreCRTPass" -shader21 = ../../shaders/guest/hsm-avg-lum.slang +shader21 = ../../shaders/guest/hsm-afterglow0.slang filter_linear21 = true scale_type21 = source scale21 = 1.0 -mipmap_input21 = true -alias21 = "AvgLumPass" +alias21 = "AfterglowPass" -// Pass referenced by subsequent blurring passes and crt pass -shader22 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader22 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang filter_linear22 = true scale_type22 = source +mipmap_input22 = true scale22 = 1.0 -float_framebuffer22 = true -alias22 = "LinearizePass" -shader23 = ../../shaders/base/delinearize.slang +// 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/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear24 = "false" -scale_type24 = "viewport" -scale24 = "1.0" +shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear24 = true +scale_type24 = source +scale_x24 = 1.0 +scale_y24 = 1.0 -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/base/stock.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 +filter_linear26 = true +scale_type26 = source +scale26 = 1.0 +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" + +shader28 = ../../shaders/base/delinearize.slang + +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 -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" +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) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang -mipmap_input27 = true -filter_linear27 = true +shader32 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input32 = true +filter_linear32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "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 -shader29 = ../../../../blurs/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" +shader34 = ../../../../blurs/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 -shader30 = ../../../../blurs/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +shader35 = ../../../../blurs/blur9x9.slang +mipmap_input35 = true +filter_linear35 = true +scale_type35 = absolute +scale_x35 = 12 +scale_y35 = 12 +alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader36 = ../../shaders/base/reflection.slang +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "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" +shader37 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersUnderCRTPass" -shader33 = ../../shaders/base/bezel-images-over-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +shader38 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear38 = true +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "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;" @@ -302,4 +315,4 @@ HSM_BZL_HEIGHT = 150 HSM_FRM_THICKNESS = 100 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp index 22fb9bb..3acf007 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp @@ -1,208 +1,215 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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/dogway/hsm-grade.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 -shader10 = ../../../../stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "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 +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.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 +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type19 = viewport -scale_x19 = 1.0 -scale_y19 = 1.0 -filter_linear19 = true +shader19 = ../../shaders/base/delinearize.slang + +shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +filter_linear20 = true g_sat = 0.15 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp index 48b00c9..48e0e7c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp @@ -1,208 +1,215 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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/dogway/hsm-grade.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 -shader10 = ../../../../stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "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 +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.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 +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type19 = viewport -scale_x19 = 1.0 -scale_y19 = 1.0 -filter_linear19 = true +shader19 = ../../shaders/base/delinearize.slang + +shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +filter_linear20 = true g_sat = 0.15 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -295,4 +302,4 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp index 55c880e..df2bf0a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp @@ -1,182 +1,189 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 1440 -scale_y1 = 1080 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 1440 +scale_y2 = 1080 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true g_sat = 0.15 -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +alias17 = "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 -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +alias20 = "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 -shader20 = ../../../../blurs/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp index 3157ba4..d9b1694 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp @@ -1,182 +1,189 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true g_sat = 0.15 -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +alias17 = "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 -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +alias20 = "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 -shader20 = ../../../../blurs/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +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;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp index bf0ef3b..46178d9 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp @@ -1,182 +1,189 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true g_sat = 0.15 -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +alias17 = "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 -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +alias20 = "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 -shader20 = ../../../../blurs/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +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;" @@ -265,4 +272,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp index b97c530..fa18a39 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp @@ -1,254 +1,261 @@ -shaders = 35 +shaders = 36 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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/dogway/hsm-grade.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 -shader10 = ../../../../stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "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 +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.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 +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear24 = true +float_framebuffer24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +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 -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 +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) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +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 -shader29 = ../../../../blurs/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/blur9x9.slang mipmap_input30 = true filter_linear30 = true scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +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/blur9x9.slang +mipmap_input31 = true +filter_linear31 = true +scale_type31 = absolute +scale_x31 = 12 +scale_y31 = 12 +alias31 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader32 = ../../shaders/base/reflection.slang +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "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 +shader33 = ../../shaders/base/bezel-images-under-crt.slang filter_linear33 = true scale_type33 = viewport float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +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 ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "CombinePass" +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;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -341,4 +348,4 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp index 32288e6..911a838 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp @@ -1,254 +1,261 @@ -shaders = 35 +shaders = 36 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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/dogway/hsm-grade.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 -shader10 = ../../../../stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "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 +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../../../stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.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 +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear24 = true +float_framebuffer24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +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 -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 +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) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +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 -shader29 = ../../../../blurs/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/blur9x9.slang mipmap_input30 = true filter_linear30 = true scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +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/blur9x9.slang +mipmap_input31 = true +filter_linear31 = true +scale_type31 = absolute +scale_x31 = 12 +scale_y31 = 12 +alias31 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader32 = ../../shaders/base/reflection.slang +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "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 +shader33 = ../../shaders/base/bezel-images-under-crt.slang filter_linear33 = true scale_type33 = viewport float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +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 ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "CombinePass" +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;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -341,4 +348,4 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp index 9bd24e5..7806e54 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 1440 -scale_y1 = 1080 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 1440 +scale_y2 = 1080 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp index 7cda393..cd0dbef 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 224 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 224 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp index 017ac85..dfc0607 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 320 -scale_y1 = 240 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 320 +scale_y2 = 240 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp index 0a022ea..394c683 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 1600 -scale_y1 = 1920 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 1600 +scale_y2 = 1920 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp index 3ce470e..e480142 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 400 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 400 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp index e882c58..aa72f55 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 640 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp index 7cff6e6..e1a3197 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 1280 -scale_y1 = 1920 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 1280 +scale_y2 = 1920 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp index 252e85a..0b22738 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 256 -scale_y1 = 384 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 256 +scale_y2 = 384 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp index a212d16..cda623c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp @@ -1,219 +1,226 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 480 -scale_y1 = 272 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 480 +scale_y2 = 272 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true +float_framebuffer19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 -shader24 = ../../../../blurs/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +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;" @@ -302,4 +309,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp new file mode 100644 index 0000000..85ed1b9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp @@ -0,0 +1,312 @@ +shaders = 31 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute +scale_x1 = 960 +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" + +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang +filter_linear2 = false +scale_type2 = absolute +scale_x2 = 960 +scale_y2 = 544 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" + +shader3 = ../../shaders/base/add-negative-crop-area.slang +filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true +scale_type3 = source +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" + +shader4 = ../../shaders/base/cache-info-all-params.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "InfoCachePass" + +shader5 = ../../shaders/base/text-std.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "TextPass" + +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" + +shader8 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 + +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear11 = true +scale_type11 = source +scale_x11 = 1.0 +scale_y11 = 1.0 + +shader12 = ../../shaders/base/stock.slang +filter_linear12 = true +scale_type12 = source +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" +mipmap_input12 = true + +shader13 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +mipmap_input13 = true +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" + +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = source +scale_y15 = 1.0 +float_framebuffer15 = true + +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear16 = true +scale_type_x16 = absolute +scale_x16 = 800.0 +scale_type_y16 = absolute +scale_y16 = 600.0 +float_framebuffer16 = true +alias16 = GlowPass + +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear17 = true +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 +float_framebuffer17 = true + +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear18 = true +scale_type_x18 = source +scale_x18 = 1.0 +scale_type_y18 = source +scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass + +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear19 = true +float_framebuffer19 = true +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 + +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +alias21 = "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 +shader22 = ../../shaders/base/linearize-crt.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +alias24 = "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 +shader25 = ../../../../blurs/blur9x9.slang +mipmap_input25 = true +filter_linear25 = true +scale_type25 = absolute +scale_x25 = 128 +scale_y25 = 128 +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +alias26 = "BR_MirrorFullscreenGlowPass" + +// Bezel Reflection ---------------------------------------------------------------- +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_CRTAndReflectionPass" + +// Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- + +shader28 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +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;" + +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 + +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 + +// DREZ Parameters +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp index f14be0f..9966eb5 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp @@ -1,179 +1,186 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 400 -scale_y1 = 480 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 400 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" + +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +alias17 = "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 -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +alias20 = "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 -shader20 = ../../../../blurs/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +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;" @@ -262,4 +269,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp index 0d56e42..6fcff00 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp @@ -1,179 +1,186 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 256 -scale_y1 = 384 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 256 +scale_y2 = 384 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" + +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +alias17 = "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 -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +alias20 = "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 -shader20 = ../../../../blurs/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +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;" @@ -262,4 +269,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp index 6c5bca8..46d17c9 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp @@ -1,179 +1,186 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" -shader1 = ../../../../stock.slang -filter_linear1 = true -mipmap_input1 = true -srgb_framebuffer1 = true -scale_type1 = absolute +shader1 = ../../shaders/hyllian/cubic/hsm-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute scale_x1 = 480 -scale_y1 = 272 -alias1 = "DerezedPass" +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" -shader2 = ../../shaders/base/add-negative-crop-area.slang +shader2 = ../../shaders/hyllian/cubic/hsm-b-spline-y.slang filter_linear2 = false -mipmap_input2 = false -srgb_framebuffer2 = true -scale_type2 = source -scale_x2 = 1 -scale_y2 = 1 -alias2 = "NegativeCropAddedPass" +scale_type2 = absolute +scale_x2 = 480 +scale_y2 = 272 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" -shader3 = ../../shaders/base/cache-info-all-params.slang +shader3 = ../../shaders/base/add-negative-crop-area.slang filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true scale_type3 = source -scale3 = 1.0 -alias3 = "InfoCachePass" +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" -shader4 = ../../shaders/base/text-std.slang +shader4 = ../../shaders/base/cache-info-all-params.slang filter_linear4 = false -float_framebuffer4 = true scale_type4 = source scale4 = 1.0 -alias4 = "TextPass" +alias4 = "InfoCachePass" -shader5 = ../../shaders/base/intro.slang +shader5 = ../../shaders/base/text-std.slang filter_linear5 = false float_framebuffer5 = true scale_type5 = source scale5 = 1.0 -alias5 = "IntroPass" +alias5 = "TextPass" -shader6 = ../../../../stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/intro.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 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 +shader10 = ../../shaders/dogway/hsm-grade.slang filter_linear10 = true scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 -shader11 = ../../../../stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" + +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +alias17 = "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 -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +alias20 = "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 -shader20 = ../../../../blurs/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_CRTAndReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +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;" @@ -262,4 +269,4 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // DREZ Parameters -SHARPEN = 1 +SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp b/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp index ca5ed8b..2d296f9 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp @@ -9,7 +9,7 @@ HSM_INTERLACE_TRIGGER_RES = "100.000000" HSM_FAKE_SCANLINE_OPACITY = "70.000000" HSM_FAKE_SCANLINE_ROLL = "30.000000" -MDAPT_MODE = "0" +HSM_DEDITHER_MODE = "0" g_cntrst = "0.500000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp index 51ee407..33d7973 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp @@ -13,7 +13,7 @@ HSM_INTERLACE_TRIGGER_RES = "800.000000" // HSM_BZL_COLOR_VALUE = 30 // HSM_AMBIENT_LIGHTING_OPACITY = 98 -MDAPT_MODE = "1.000000" +HSM_DEDITHER_MODE = "1.000000" HSM_BG_FILL_MODE = 1 HSM_BG_SCALE_KEEP_ASPECT = 0 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp index 303c185..a846725 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp @@ -17,7 +17,7 @@ HSM_VIEWPORT_VIGNETTE_OPACITY = 0 HSM_BZL_COLOR_VALUE = 30 HSM_AMBIENT_LIGHTING_OPACITY = 98 -MDAPT_MODE = "1.000000" +HSM_DEDITHER_MODE = "1.000000" HSM_BG_FILL_MODE = 1 HSM_BG_SCALE_KEEP_ASPECT = 0 \ No newline at end of file diff --git a/bezel/Mega_Bezel/README.md b/bezel/Mega_Bezel/README.md index f2bcb1f..8b78a30 100644 --- a/bezel/Mega_Bezel/README.md +++ b/bezel/Mega_Bezel/README.md @@ -3,7 +3,7 @@ Mega Bezel Shader Readme ------------------------------------------------------------------------------------------------------------ ![Mega Bezel Logo](MegaBezelLogo.png) -**Version V1.0.007_2022-08-29_Rev-1** +**Version V1.2.0_2022-09-11** ---------------------------------------- ---------------------------------------- @@ -541,6 +541,13 @@ Cropping removes parts of the game image at the edges of the screen which were n - 1 - Horizontal - 2 - Vertical +----------------------------------------------------------------------------------------------- +**[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:** +- **DREZ Filter** - Filter to use in the DREZ downsampling pass + - 0 - B-Spline + - 1 - Bicubic + - 2 - Catmull-Rom + - 3 - Bicubic H ----------------------------------------------------------------------------------------------- **[ CORE RES SAMPLING ]:** @@ -887,12 +894,6 @@ How to apply the CRT (Game Image) on top of the tube - **Outer Edge Position Y** - This moves the outer edge of the bezel and the frame up and down -- **Brightness** - - Brightness of the bezel, the default is 30 so only 30% brightness - -- **Highlight** - - The highlight or shininess in the middle of the bezel - - **Noise** - Noise or speckles in the color, default is 30 @@ -900,6 +901,33 @@ How to apply the CRT (Game Image) on top of the tube - How much of a darkness from the bezel onto the illuminated screen - Only visible when the black ring around the screen is reduced so that the bezel is almost on top of the screen + +----------------------------------------------------------------------------------------------- +**[ BEZEL BRIGHTNESS ]:** + +- **Base Brightness** + - Brightness of the bezel, the default is 30 so only 30% brightness + +- **Top Multiplier** + - An adjustment over the base brightness for the top + +- **Bottom Multiplier** + - An adjustment over the base brightness for the bottom + +- **Sides Multiplier** + - An adjustment over the base brightness for both sides + +- **Left Side Multiplier** + - An adjustment over the base brightness for the left side + +- **Right Side Multiplier** + - An adjustment over the base brightness for the right side + +- **Highlight** + - The highlight or shininess in the middle of the bezel + + + ----------------------------------------------------------------------------------------------- **[ BEZEL COLOR ]:** @@ -1229,7 +1257,7 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Zoom FULL Scale Mode** - When the layer Inherit Scale is in **FULL** mode this controls if the layer should scale with the global zoom or not, this defaults to ON -- **Scale Aspect (Mode)** +- **Scale Aspect** - Controls how the texture's aspect reacts to the inherited scale - **0 - INHERIT FROM SCALE MODE** --- The texture's aspect will scale as what it follows is scaled - **1 - USE TEXURE ASPECT** --- The layer's image stays the same aspect as what it follows is scaled @@ -1242,6 +1270,9 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **0 - STRETCH** --- Stretch the image across the whole area - **1 - SPLIT HORIZONTAL** --- Splits the image in the center and slide it out until it hits the outer edge +- **Split Mode Preserve Center %** --- Preserves a part of the center of the graphic when split is used + - One usage is to have a logo in the center of the bottom of the monitor graphic and reserve space for this + - **Scale** --- *Scales image layer equally in both directions* - **Scale X** --- *Scales image layer horizontally* - **Position X** --- *Moves the image layer horizontally* @@ -1273,6 +1304,8 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Inherit Scale** - **Zoom FULL Scale Mode** - **Scale Aspect** +- **Image Fill Mode** +- **Split Mode Preserve Center %** - **Scale** - **Scale X** - **Position X** @@ -1321,6 +1354,8 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Inherit Scale** - **Zoom FULL Scale Mode** - **Scale Aspect** +- **Image Fill Mode** +- **Split Mode Preserve Center %** - **Scale** - **Scale X** - **Position X** @@ -1351,6 +1386,8 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Inherit Scale** - **Zoom FULL Scale Mode** - **Scale Aspect** +- **Image Fill Mode** +- **Split Mode Preserve Center %** - **Scale** - **Scale X** - **Position X** @@ -1382,6 +1419,8 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Inherit Scale** - **Zoom FULL Scale Mode** - **Scale Aspect** +- **Image Fill Mode** +- **Split Mode Preserve Center %** - **Scale** - **Scale X** - **Position X** @@ -1410,10 +1449,12 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **2 - Bezel** - **3 - BG** - **4 - Device** - - **4 - Decal** + - **5 - Decal** - **Inherit Scale** - **Zoom FULL Scale Mode** - **Scale Aspect** +- **Image Fill Mode** +- **Split Mode Preserve Center %** - **Scale** - **Scale X** - **Position X** @@ -1444,10 +1485,12 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **2 - Bezel** - **3 - BG** - **4 - Device** - - **4 - Decal** + - **5 - Decal** - **Inherit Scale** - **Zoom FULL Scale Mode** - **Scale Aspect** +- **Image Fill Mode** +- **Split Mode Preserve Center %** - **Scale** - **Scale X** - **Position X** diff --git a/bezel/Mega_Bezel/shaders/ShaderTodo.txt b/bezel/Mega_Bezel/shaders/ShaderTodo.txt index 44acf6a..214aef5 100644 --- a/bezel/Mega_Bezel/shaders/ShaderTodo.txt +++ b/bezel/Mega_Bezel/shaders/ShaderTodo.txt @@ -1,11 +1,19 @@ ![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png) -Mega Bezel is updated to V1.0.007_2022-08-29_Rev-1 +Mega Bezel is updated to V1.2.0_2022-09-11 Changes: - * Renamed DREZ Presets so the DREZ appears at the end - * Added additional STD DREZ presets for NDS, 3DS and PSP, - * This includes high res presets for NDS and 3DS + * Split Scaliing + * Added Split Preserve Center % + * When an image is being split when it is being stretched this preserves the center area + * Added Split Repeat Width + * When this is 0 there is no repeat + * If this is larger than 0 this sets the width of the repeated area + * Fixed Split mode scaling when following wider horizontal aspect + * Fixed some corner parameters not forcing update of the graphics cache + * Added Brightness parameters for the different sides of the bezel to help create directional lighting + * SMOOTH-ADV now uses mask 3 to add some more phosphor-ish texture to the screen + ---------------------------------------------------- --- TODO --------------------------------------- @@ -13,8 +21,6 @@ Changes: * Try Leveraging Fake Scanlines for Gameboy type effect - * Megatron HDR Combination at end of chain - * Fix Tube Diffuse Shadow in 3D Curvature * Add .params #reference to with all parameters commented out * Bezel shadow on Potato Tube / Game Image diff --git a/bezel/Mega_Bezel/shaders/base/bezel-images.inc b/bezel/Mega_Bezel/shaders/base/bezel-images.inc index 284961e..7025a59 100644 --- a/bezel/Mega_Bezel/shaders/base/bezel-images.inc +++ b/bezel/Mega_Bezel/shaders/base/bezel-images.inc @@ -116,6 +116,8 @@ vec2 HSM_GetScaledCoord(vec2 in_viewport_coord, float scale_full_with_zoom, float image_aspect_mode, float image_fill_mode, + float split_preserve_center, + float split_repeat_width, bool apply_default_scale_offset, inout vec2 out_placement_coord, inout vec2 out_placement_scale) @@ -210,16 +212,31 @@ vec2 HSM_GetScaledCoord(vec2 in_viewport_coord, if ( image_fill_mode == FILL_MODE_SPLIT_FILL_HORIZONTAL ) { + float abs_ctr_coord_x = abs(out_placement_coord.x - 0.5); // Correct the aspect so it matches the texture and is never stretched float placement_aspect = out_placement_scale.x / out_placement_scale.y * output_aspect; float placement_aspect_difference = explicit_texture_aspect / placement_aspect; drawing_scale.x *= placement_aspect_difference; - slide_x = (out_placement_scale.x - drawing_scale.x) / 2;// * out_placement_scale.x; + float center_width = split_preserve_center * placement_aspect_difference; + if ( abs_ctr_coord_x > center_width) + { + slide_x = ((placement_aspect - explicit_texture_aspect) / placement_aspect) / 2.0; + } + + float repeat_width = split_repeat_width * placement_aspect_difference; + if (abs_ctr_coord_x > center_width && + abs_ctr_coord_x < center_width + slide_x && + repeat_width > 0) + { + if (clamp(split_repeat_width - 0.001, 0, 1) == 0) + slide_x = (abs_ctr_coord_x - center_width); + else + slide_x = (abs_ctr_coord_x - 0.001 - center_width) - mod(clamp(abs_ctr_coord_x - 0.01 - center_width, 0, 1), repeat_width); + } if ( out_placement_coord.x < 0.5 ) slide_x *= -1; - inherited_coord.x -= slide_x; } @@ -435,6 +452,7 @@ void main() float distance_from_crease_shifted = HHLP_GetDistanceToLine(corner_coord_shifted.x, corner_coord_shifted.y, 1, corner_crease_dir_shifted.y / corner_crease_dir_shifted.x, 0 ); float top_half_mask = smoothstep(0.55, 0.5, tube_curved_coord.y); + float left_half_mask = smoothstep(0.55, 0.5, tube_curved_coord.x); // Get a mask which transitions between sides and top/bottom at the corner crease float top_bottom_vs_sides_mask = dot(normalize(corner_coord_shifted), normalize(corner_crease_dir_shifted)) > 0 ? 1 - smoothstep(0, corner_fade_width / 2, distance_from_crease_shifted) : 1; @@ -469,9 +487,6 @@ void main() So instead of trying to use the coordinates from the screen/tube we use a larger space and subtract the screen space to see how far we are outside of the sreen */ - float hmbz_bezel_brightness_top = 0.5; - float hmbz_bezel_brightness_sides = 1; - float hmbz_bezel_brightness_bottom = 2; float hmbz_bezel_highlight_edge = 0.9; float hmbz_bezel_highlight_top = 0.2; @@ -492,9 +507,11 @@ void main() vec3 base_color = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb; float noise_mask = clamp(fract(sin(dot(tube_curved_coord_ctr + vec2(0.5, 0.5) + 1, vec2(12.9898, 78.233))) * 43758.5453), 0, 1); vec3 base_color_with_noise = mix(base_color, 1.5 * base_color * noise_mask, HSM_BZL_NOISE); - vec3 top_color = hmbz_bezel_brightness_top * HSM_BZL_BRIGHTNESS * base_color_with_noise; - vec3 bottom_color = hmbz_bezel_brightness_bottom * HSM_BZL_BRIGHTNESS * base_color_with_noise; - vec3 sides_color = hmbz_bezel_brightness_sides * HSM_BZL_BRIGHTNESS * base_color_with_noise; + vec3 top_color = HSM_BZL_BRIGHTNESS_MULT_TOP * HSM_BZL_BRIGHTNESS * base_color_with_noise; + vec3 bottom_color = HSM_BZL_BRIGHTNESS_MULT_BOTTOM * HSM_BZL_BRIGHTNESS * base_color_with_noise; + vec3 sides_color = mix(HSM_BZL_BRIGHTNESS_MULT_SIDES * HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT * HSM_BZL_BRIGHTNESS * base_color_with_noise, + HSM_BZL_BRIGHTNESS_MULT_SIDES * HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT * HSM_BZL_BRIGHTNESS * base_color_with_noise, + left_half_mask); vec3 frame_base_color = base_color; vec3 frame_base_color_with_noise = base_color_with_noise; @@ -624,6 +641,8 @@ void main() HSM_BG_SCALE_FULL_WITH_ZOOM, HSM_BG_SCALE_KEEP_ASPECT, HSM_BG_FILL_MODE, + HSM_BG_SPLIT_PRESERVE_CENTER, + HSM_BG_SPLIT_REPEAT_WIDTH, true, BACKGROUND_COORD, BACKGROUND_SCALE); @@ -673,6 +692,8 @@ void main() HSM_DEVICE_SCALE_FULL_WITH_ZOOM, HSM_DEVICE_SCALE_KEEP_ASPECT, HSM_DEVICE_FILL_MODE, + HSM_DEVICE_SPLIT_PRESERVE_CENTER, + HSM_DEVICE_SPLIT_REPEAT_WIDTH, true, DEVICE_COORD, DEVICE_SCALE); @@ -719,6 +740,8 @@ void main() HSM_LED_SCALE_FULL_WITH_ZOOM, HSM_LED_SCALE_KEEP_ASPECT, HSM_LED_FILL_MODE, + HSM_LED_SPLIT_PRESERVE_CENTER, + HSM_LED_SPLIT_REPEAT_WIDTH, true, LED_COORD, LED_SCALE); @@ -762,6 +785,8 @@ void main() HSM_DECAL_SCALE_FULL_WITH_ZOOM, HSM_DECAL_SCALE_KEEP_ASPECT, HSM_DECAL_FILL_MODE, + HSM_DECAL_SPLIT_PRESERVE_CENTER, + HSM_DECAL_SPLIT_REPEAT_WIDTH, true, DECAL_COORD, DECAL_SCALE); @@ -804,6 +829,8 @@ void main() HSM_TOP_SCALE_FULL_WITH_ZOOM, HSM_TOP_SCALE_KEEP_ASPECT, HSM_TOP_FILL_MODE, + HSM_TOP_SPLIT_PRESERVE_CENTER, + HSM_TOP_SPLIT_REPEAT_WIDTH, true, TOP_IMAGE_COORD, TOP_IMAGE_SCALE); @@ -855,6 +882,8 @@ void main() HSM_CAB_GLASS_SCALE_FULL_WITH_ZOOM, HSM_CAB_GLASS_SCALE_KEEP_ASPECT, HSM_CAB_GLASS_FILL_MODE, + HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER, + HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH, true, CAB_GLASS_COORD, CAB_GLASS_SCALE); @@ -909,6 +938,8 @@ void main() HSM_CUTOUT_SCALE_FULL_WITH_ZOOM, HSM_CUTOUT_KEEP_ASPECT, FILL_MODE_STRETCH, + 0, + 0, false, temp_coord, temp_scale); @@ -931,6 +962,8 @@ void main() INHERITED_SCALE_MODE_VIEWPORT, 0, FILL_MODE_STRETCH, + 0, + 0, false, temp_coord, temp_scale); diff --git a/bezel/Mega_Bezel/shaders/base/cache-info.inc b/bezel/Mega_Bezel/shaders/base/cache-info.inc index c2be4bf..c1633ca 100644 --- a/bezel/Mega_Bezel/shaders/base/cache-info.inc +++ b/bezel/Mega_Bezel/shaders/base/cache-info.inc @@ -685,6 +685,11 @@ float HSM_GetParameterSum() + HSM_BZL_OUTER_CURVATURE_SCALE * 100 + HSM_BZL_OUTER_CORNER_RADIUS_SCALE * 100 + HSM_BZL_BRIGHTNESS * 100 + + HSM_BZL_BRIGHTNESS_MULT_TOP * 100 + + HSM_BZL_BRIGHTNESS_MULT_BOTTOM * 100 + + HSM_BZL_BRIGHTNESS_MULT_SIDES * 100 + + HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT * 100 + + HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT * 100 + HSM_BZL_HIGHLIGHT * 100 + HSM_BZL_NOISE * 100 + HSM_BZL_INNER_EDGE_SHADOW * 100 @@ -720,13 +725,13 @@ float HSM_GetParameterSum() + HSM_FRM_SHADOW_WIDTH * 1000 // Corner - // + HSM_REFLECT_CORNER_FADE * 100 - // + HSM_REFLECT_CORNER_FADE_DISTANCE * 100 - // + HSM_REFLECT_CORNER_INNER_SPREAD * 100 - // + HSM_REFLECT_CORNER_OUTER_SPREAD * 100 - // + HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP - // + HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM - // + HSM_REFLECT_CORNER_SPREAD_FALLOFF + + HSM_REFLECT_CORNER_FADE * 100 + + HSM_REFLECT_CORNER_FADE_DISTANCE * 100 + + HSM_REFLECT_CORNER_INNER_SPREAD * 100 + + HSM_REFLECT_CORNER_OUTER_SPREAD * 100 + + HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP + + HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM + + HSM_REFLECT_CORNER_SPREAD_FALLOFF #endif #ifdef HAS_IMAGE_LAYER_PARAMS @@ -759,6 +764,8 @@ float HSM_GetParameterSum() + HSM_BG_SCALE_MODE + HSM_BG_SCALE_FULL_WITH_ZOOM + HSM_BG_FILL_MODE + + HSM_BG_SPLIT_PRESERVE_CENTER * 1000 + + HSM_BG_SPLIT_REPEAT_WIDTH * 1000 + HSM_BG_SCALE_KEEP_ASPECT + HSM_BG_SCALE * 100 + HSM_BG_SCALE_X * 100 @@ -808,6 +815,8 @@ float HSM_GetParameterSum() + HSM_LED_SCALE_FULL_WITH_ZOOM + HSM_LED_SCALE_KEEP_ASPECT + HSM_LED_FILL_MODE + + HSM_LED_SPLIT_PRESERVE_CENTER * 1000 + + HSM_LED_SPLIT_REPEAT_WIDTH * 1000 + HSM_LED_SCALE * 100 + HSM_LED_SCALE_X * 100 + HSM_LED_POS_X * 100 @@ -833,6 +842,8 @@ float HSM_GetParameterSum() + HSM_DEVICE_SCALE_FULL_WITH_ZOOM + HSM_DEVICE_SCALE_KEEP_ASPECT + HSM_DEVICE_FILL_MODE + + HSM_DEVICE_SPLIT_PRESERVE_CENTER * 1000 + + HSM_DEVICE_SPLIT_REPEAT_WIDTH * 1000 + HSM_DEVICE_SCALE * 100 + HSM_DEVICE_SCALE_X * 100 + HSM_DEVICE_POS_X * 100 @@ -859,6 +870,8 @@ float HSM_GetParameterSum() + HSM_DECAL_SCALE_FULL_WITH_ZOOM + HSM_DECAL_SCALE_KEEP_ASPECT + HSM_DECAL_FILL_MODE + + HSM_DECAL_SPLIT_PRESERVE_CENTER * 1000 + + HSM_DECAL_SPLIT_REPEAT_WIDTH * 1000 + HSM_DECAL_SCALE * 100 + HSM_DECAL_SCALE_X * 100 + HSM_DECAL_POS_X * 100 @@ -884,6 +897,8 @@ float HSM_GetParameterSum() + HSM_CAB_GLASS_SCALE_FULL_WITH_ZOOM + HSM_CAB_GLASS_SCALE_KEEP_ASPECT + HSM_CAB_GLASS_FILL_MODE + + HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER * 1000 + + HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH * 1000 + HSM_CAB_GLASS_SCALE * 100 + HSM_CAB_GLASS_SCALE_X * 100 + HSM_CAB_GLASS_POS_X * 100 @@ -909,6 +924,8 @@ float HSM_GetParameterSum() + HSM_TOP_SCALE_FULL_WITH_ZOOM + HSM_TOP_SCALE_KEEP_ASPECT + HSM_TOP_FILL_MODE + + HSM_TOP_SPLIT_PRESERVE_CENTER * 1000 + + HSM_TOP_SPLIT_REPEAT_WIDTH * 1000 + HSM_TOP_SCALE * 100 + HSM_TOP_SCALE_X * 100 + HSM_TOP_POS_X * 100 diff --git a/bezel/Mega_Bezel/shaders/base/common/globals.inc b/bezel/Mega_Bezel/shaders/base/common/globals.inc index fc6aa8b..27b849d 100644 --- a/bezel/Mega_Bezel/shaders/base/common/globals.inc +++ b/bezel/Mega_Bezel/shaders/base/common/globals.inc @@ -334,7 +334,12 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_BZL_COLOR_SATURATION; float HSM_BZL_COLOR_VALUE; float HSM_BZL_NOISE; - float HSM_BZL_BRIGHTNESS; + float HSM_BZL_BRIGHTNESS; + float HSM_BZL_BRIGHTNESS_MULT_TOP; + float HSM_BZL_BRIGHTNESS_MULT_BOTTOM; + float HSM_BZL_BRIGHTNESS_MULT_SIDES; + float HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT; + float HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT; float HSM_BZL_HIGHLIGHT; float HSM_BZL_AMBIENT_LIGHTING_MULTIPLIER; float HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER; @@ -446,6 +451,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_BG_SCALE_MODE; float HSM_BG_SCALE_FULL_WITH_ZOOM; float HSM_BG_FILL_MODE; + float HSM_BG_SPLIT_PRESERVE_CENTER; + float HSM_BG_SPLIT_REPEAT_WIDTH; float HSM_BG_SCALE_KEEP_ASPECT; float HSM_BG_SCALE; float HSM_BG_SCALE_X; @@ -483,6 +490,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_LED_SCALE_FULL_WITH_ZOOM; float HSM_LED_SCALE_KEEP_ASPECT; float HSM_LED_FILL_MODE; + float HSM_LED_SPLIT_PRESERVE_CENTER; + float HSM_LED_SPLIT_REPEAT_WIDTH; float HSM_LED_SCALE; float HSM_LED_SCALE_X; float HSM_LED_POS_X; @@ -508,6 +517,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_DEVICE_SCALE_FULL_WITH_ZOOM; float HSM_DEVICE_SCALE_KEEP_ASPECT; float HSM_DEVICE_FILL_MODE; + float HSM_DEVICE_SPLIT_PRESERVE_CENTER; + float HSM_DEVICE_SPLIT_REPEAT_WIDTH; float HSM_DEVICE_SCALE; float HSM_DEVICE_SCALE_X; float HSM_DEVICE_POS_X; @@ -541,6 +552,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_DECAL_SCALE_FULL_WITH_ZOOM; float HSM_DECAL_SCALE_KEEP_ASPECT; float HSM_DECAL_FILL_MODE; + float HSM_DECAL_SPLIT_PRESERVE_CENTER; + float HSM_DECAL_SPLIT_REPEAT_WIDTH; float HSM_DECAL_SCALE; float HSM_DECAL_SCALE_X; float HSM_DECAL_POS_X; @@ -566,6 +579,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_CAB_GLASS_SCALE_FULL_WITH_ZOOM; float HSM_CAB_GLASS_SCALE_KEEP_ASPECT; float HSM_CAB_GLASS_FILL_MODE; + float HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER; + float HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH; float HSM_CAB_GLASS_SCALE; float HSM_CAB_GLASS_SCALE_X; float HSM_CAB_GLASS_POS_X; @@ -591,6 +606,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_TOP_SCALE_FULL_WITH_ZOOM; float HSM_TOP_SCALE_KEEP_ASPECT; float HSM_TOP_FILL_MODE; + float HSM_TOP_SPLIT_PRESERVE_CENTER; + float HSM_TOP_SPLIT_REPEAT_WIDTH; float HSM_TOP_SCALE; float HSM_TOP_SCALE_X; float HSM_TOP_POS_X; diff --git a/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc b/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc index 1d5123f..9af8a51 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc @@ -23,7 +23,7 @@ */ // Screen Scale Required Parameters -#pragma parameter HSM_MEGA_BEZEL_TITLE "[ --- HSM MEGA BEZEL V1.0.007_2022-08-29_Rev-1 --- ]" 0 0 0.01 0.01 +#pragma parameter HSM_MEGA_BEZEL_TITLE "[ --- HSM MEGA BEZEL V1.2.0_2022-09-11 --- ]" 0 0 0.01 0.01 #pragma parameter HSM_RESOLUTION_DEBUG_ON " Show Resolution Info" 0 0 1 1 float HSM_RESOLUTION_DEBUG_ON = global.HSM_RESOLUTION_DEBUG_ON; @@ -290,6 +290,13 @@ float HSM_CROP_BLACK_THRESHOLD = global.HSM_CROP_BLACK_THRESHOLD / 100; float HSM_SCANLINE_DIRECTION = global.HSM_SCANLINE_DIRECTION; +//--------------------------------------------------------------------------------------------------- +// DREZ Filter +//--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DREZ_TITLE "[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:" 0 0 0.01 0.01 + +#pragma parameter C_FILTER_MODE " DREZ Filter: B-SPLINE | BICUBIC | CATMULL-ROM | BICUBIC H" 0.0 0.0 3.0 1.0 + //--------------------------------------------------------------------------------------------------- // CORE RES SAMPLING //--------------------------------------------------------------------------------------------------- @@ -301,7 +308,7 @@ float HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = global.HSM_CORE_RES_SAMPLING_MUL #pragma parameter HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR " Scanline Dir Downsample Blur" 0 0 200 1 float HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = global.HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR / 100; -#pragma parameter HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR " Opposite Dir Multiplier (Y Downsample for H Scanline)" 100 25 1600 25 +#pragma parameter HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR " Opposite Dir Multiplier (Y Downsample for H Scanline)" 100 5 1600 5 float HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR / 100; #pragma parameter HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR " Opposite Dir Downsample Blur" 0 0 200 1 diff --git a/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc b/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc index 7e1ed79..050e531 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc @@ -47,12 +47,6 @@ float HSM_BZL_OUTER_CURVATURE_SCALE = global.HSM_BZL_OUTER_CURVATURE_SCALE / 100 #pragma parameter HSM_BZL_OUTER_CORNER_RADIUS_SCALE " Outer Corner Radius Scale - Def 60" 60 0 4000 1 float HSM_BZL_OUTER_CORNER_RADIUS_SCALE = 0.9 * global.HSM_BZL_OUTER_CORNER_RADIUS_SCALE / 100; -#pragma parameter HSM_BZL_BRIGHTNESS " Brightness - Def 30" 30 0 300 2 -float HSM_BZL_BRIGHTNESS = global.HSM_BZL_BRIGHTNESS / 100; - -#pragma parameter HSM_BZL_HIGHLIGHT " Highlight" 1 0 100 0.2 -float HSM_BZL_HIGHLIGHT = global.HSM_BZL_HIGHLIGHT / 100; - #pragma parameter HSM_BZL_NOISE " Noise - Def 30" 30 0 100 1 float HSM_BZL_NOISE = global.HSM_BZL_NOISE / 100; @@ -60,6 +54,33 @@ float HSM_BZL_NOISE = global.HSM_BZL_NOISE / 100; float HSM_BZL_INNER_EDGE_SHADOW = global.HSM_BZL_INNER_EDGE_SHADOW / 100; +//--------------------------------------------------------------------------------------------------- +// Bezel Brightness +//--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_BEZEL_BRIGHTNESS_TITLE "[ BEZEL BRIGHTNESS ]:" 0 0 0.01 0.01 + +#pragma parameter HSM_BZL_BRIGHTNESS " Base Brightness - Def 30" 30 0 600 2 +float HSM_BZL_BRIGHTNESS = global.HSM_BZL_BRIGHTNESS / 100; + +#pragma parameter HSM_BZL_BRIGHTNESS_MULT_TOP " Top Multiplier - Def 50" 50 0 1000 2 +float HSM_BZL_BRIGHTNESS_MULT_TOP = global.HSM_BZL_BRIGHTNESS_MULT_TOP / 100; + +#pragma parameter HSM_BZL_BRIGHTNESS_MULT_BOTTOM " Bottom Multiplier - Def 200" 200 0 1000 2 +float HSM_BZL_BRIGHTNESS_MULT_BOTTOM = global.HSM_BZL_BRIGHTNESS_MULT_BOTTOM / 100; + +#pragma parameter HSM_BZL_BRIGHTNESS_MULT_SIDES " Sides Multiplier" 100 0 1000 2 +float HSM_BZL_BRIGHTNESS_MULT_SIDES = global.HSM_BZL_BRIGHTNESS_MULT_SIDES / 100; + +#pragma parameter HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT " Left Side Multiplier" 100 0 1000 2 +float HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT = global.HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT / 100; + +#pragma parameter HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT " Right Side Multiplier" 100 0 1000 2 +float HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT = global.HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT / 100; + +#pragma parameter HSM_BZL_HIGHLIGHT " Highlight" 1 0 100 0.2 +float HSM_BZL_HIGHLIGHT = global.HSM_BZL_HIGHLIGHT / 100; + + //--------------------------------------------------------------------------------------------------- // Bezel Color //--------------------------------------------------------------------------------------------------- @@ -155,7 +176,6 @@ float HSM_FRM_SHADOW_WIDTH = global.HSM_FRM_SHADOW_WIDTH / 1000; #pragma parameter HSM_REFLECT_CORNER_TITLE "[ CORNER CREASE - ALSO CONTROLS REFLECTION]:" 0 0 0.01 0.01 -// TODO how this is being used is strange #pragma parameter HSM_REFLECT_CORNER_FADE " Corner Fade" 10 1 100 0.5 float HSM_REFLECT_CORNER_FADE = global.HSM_REFLECT_CORNER_FADE / 100; diff --git a/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc b/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc index 3330dd2..7d0e803 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc @@ -157,6 +157,12 @@ float HSM_BG_SCALE_KEEP_ASPECT = global.HSM_BG_SCALE_KEEP_ASPECT; #pragma parameter HSM_BG_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 float HSM_BG_FILL_MODE = global.HSM_BG_FILL_MODE; +#pragma parameter HSM_BG_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 +float HSM_BG_SPLIT_PRESERVE_CENTER = global.HSM_BG_SPLIT_PRESERVE_CENTER / 1000; + +#pragma parameter HSM_BG_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1 +float HSM_BG_SPLIT_REPEAT_WIDTH = global.HSM_BG_SPLIT_REPEAT_WIDTH / 1000; + #pragma parameter HSM_BG_SCALE " Scale" 100 0 1000 0.1 float HSM_BG_SCALE = global.HSM_BG_SCALE / 100; @@ -266,6 +272,12 @@ float HSM_LED_SCALE_KEEP_ASPECT = global.HSM_LED_SCALE_KEEP_ASPECT; #pragma parameter HSM_LED_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 float HSM_LED_FILL_MODE = global.HSM_LED_FILL_MODE; +#pragma parameter HSM_LED_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 +float HSM_LED_SPLIT_PRESERVE_CENTER = global.HSM_LED_SPLIT_PRESERVE_CENTER / 1000; + +#pragma parameter HSM_LED_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1 +float HSM_LED_SPLIT_REPEAT_WIDTH = global.HSM_LED_SPLIT_REPEAT_WIDTH / 1000; + #pragma parameter HSM_LED_SCALE " Scale" 100 0 1000 0.1 float HSM_LED_SCALE = global.HSM_LED_SCALE / 100; @@ -344,6 +356,12 @@ float HSM_DEVICE_SCALE_KEEP_ASPECT = global.HSM_DEVICE_SCALE_KEEP_ASPECT; #pragma parameter HSM_DEVICE_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 float HSM_DEVICE_FILL_MODE = global.HSM_DEVICE_FILL_MODE; +#pragma parameter HSM_DEVICE_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 +float HSM_DEVICE_SPLIT_PRESERVE_CENTER = global.HSM_DEVICE_SPLIT_PRESERVE_CENTER / 1000; + +#pragma parameter HSM_DEVICE_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1 +float HSM_DEVICE_SPLIT_REPEAT_WIDTH = global.HSM_DEVICE_SPLIT_REPEAT_WIDTH / 1000; + #pragma parameter HSM_DEVICE_SCALE " Scale" 100 0 1000 0.1 float HSM_DEVICE_SCALE = global.HSM_DEVICE_SCALE / 100; @@ -411,7 +429,7 @@ float HSM_DECAL_DUALSCREEN_VIS_MODE = global.HSM_DECAL_DUALSCREEN_VIS_MODE; #pragma parameter HSM_DECAL_SCALE_MODE " Inherit Scale - FULL | TUBE | BEZEL | BG | DEVICE" 0 0 4 1 float HSM_DECAL_SCALE_MODE = global.HSM_DECAL_SCALE_MODE; -#pragma parameter HSM_DECAL_SCALE_FULL_WITH_ZOOM " Zoom FULL Scale Mode" 1 0 1 1 +#pragma parameter HSM_DECAL_SCALE_FULL_WITH_ZOOM " Zoom FULL Scale Mode" 1 0 1 1 float HSM_DECAL_SCALE_FULL_WITH_ZOOM = global.HSM_DECAL_SCALE_FULL_WITH_ZOOM; #pragma parameter HSM_DECAL_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM SCALE MODE | USE TEX ASPECT" 1 0 1 1 @@ -420,6 +438,12 @@ float HSM_DECAL_SCALE_KEEP_ASPECT = global.HSM_DECAL_SCALE_KEEP_ASPECT; #pragma parameter HSM_DECAL_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 float HSM_DECAL_FILL_MODE = global.HSM_DECAL_FILL_MODE; +#pragma parameter HSM_DECAL_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 +float HSM_DECAL_SPLIT_PRESERVE_CENTER = global.HSM_DECAL_SPLIT_PRESERVE_CENTER / 1000; + +#pragma parameter HSM_DECAL_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1 +float HSM_DECAL_SPLIT_REPEAT_WIDTH = global.HSM_DECAL_SPLIT_REPEAT_WIDTH / 1000; + #pragma parameter HSM_DECAL_SCALE " Scale" 100 1 500 0.1 float HSM_DECAL_SCALE = global.HSM_DECAL_SCALE / 100; @@ -495,6 +519,12 @@ float HSM_CAB_GLASS_SCALE_KEEP_ASPECT = global.HSM_CAB_GLASS_SCALE_KEEP_ASPECT; #pragma parameter HSM_CAB_GLASS_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 float HSM_CAB_GLASS_FILL_MODE = global.HSM_CAB_GLASS_FILL_MODE; +#pragma parameter HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 +float HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER = global.HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER / 1000; + +#pragma parameter HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1 +float HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH = global.HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH / 1000; + #pragma parameter HSM_CAB_GLASS_SCALE " Scale" 100 10 500 0.1 float HSM_CAB_GLASS_SCALE = global.HSM_CAB_GLASS_SCALE / 100; @@ -570,6 +600,12 @@ float HSM_TOP_SCALE_KEEP_ASPECT = global.HSM_TOP_SCALE_KEEP_ASPECT; #pragma parameter HSM_TOP_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 float HSM_TOP_FILL_MODE = global.HSM_TOP_FILL_MODE; +#pragma parameter HSM_TOP_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 +float HSM_TOP_SPLIT_PRESERVE_CENTER = global.HSM_TOP_SPLIT_PRESERVE_CENTER / 1000; + +#pragma parameter HSM_TOP_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1 +float HSM_TOP_SPLIT_REPEAT_WIDTH = global.HSM_TOP_SPLIT_REPEAT_WIDTH / 1000; + #pragma parameter HSM_TOP_SCALE " Scale" 100 0 1000 0.1 float HSM_TOP_SCALE = global.HSM_TOP_SCALE / 100; diff --git a/bezel/Mega_Bezel/shaders/base/rescale.inc b/bezel/Mega_Bezel/shaders/base/rescale.inc deleted file mode 100644 index 751c6ba..0000000 --- a/bezel/Mega_Bezel/shaders/base/rescale.inc +++ /dev/null @@ -1,77 +0,0 @@ -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - OutputSize; -} global; - - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; -} - -// --- hexamaze https://www.shadertoy.com/view/ll2cRR -float v; vec3 V; - -#define f(U) ( \ - V = ( ( (U) -9.*global.FrameCount / 60 ) * mat2(cos(.1 + vec4(0,11,33,0))) ) \ - * mat3x2( 12, -7, 0, 14, 12, 7 ) / 1e2 , \ - vec4( fract( V[ 1 + int( 2.* sin( 1e5* length( ceil( V.xy )))) ] ) < .1 )\ -) - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; - -void main() -{ - - -// variant of https://shadertoy.com/view/WtjBzV -// adapted from https://shadertoy.com/view/3ljfRG - -#define R global.OutputSize.xy - -#define N 5 // pixel oversampling NxN ( only where necessary ) -#define eps 1e-2 // similarity threshold, is case of continuous mask - -//#define T(U,l) texelFetch(iChannel0, ivec2(U)>>l, l) -#define T(U,l) textureLod(Source, (U)/R, float(l-1) ) -// #define keyToggle(a) ( texelFetch(iChannel3,ivec2(a,2),0).x > 0.) - - - - vec2 U = vTexCoord; - O -= O; - float n = float(N), - m = T( U, 2 ).w, // check neighborhood. Here: LOD #2 of mask - // s = iMouse.z>0. ? iMouse.x : R.x/2.; - - if ( U.x > 0.5 - // && m !=0. && m!= 1.) { // neighborhood does not agree - && abs(m-T(U,0).w) > eps ) { // why ? otherwise, inside don't work in fullscreen - // if ( true ) { // for bench: always oversample - for (int k=0; k 4.5) + { + FragColor = texture(Source, vTexCoord); + return; + } + + vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; + vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; + + // Reading the texels. + vec3 C = texture(Source, vTexCoord ).xyz; + vec3 L = texture(Source, vTexCoord -dx).xyz; + vec3 R = texture(Source, vTexCoord +dx).xyz; + vec3 U = texture(Source, vTexCoord -dy).xyz; + vec3 D = texture(Source, vTexCoord +dy).xyz; + vec3 UL = texture(Source, vTexCoord -dx -dy).xyz; + vec3 UR = texture(Source, vTexCoord +dx -dy).xyz; + vec3 DL = texture(Source, vTexCoord -dx +dy).xyz; + vec3 DR = texture(Source, vTexCoord +dx +dy).xyz; + + vec3 color = C; + + // Get min/max samples + vec3 min_sample = min_s(C, L, R); + vec3 max_sample = max_s(C, L, R); + + float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y); + + diff *= (1.0 - CD_BLEND_LEVEL); + + if (CD_BLEND_OPTION == 1) + { + min_sample = max(min_sample, min_s(C, U, D)); + max_sample = min(max_sample, max_s(C, U, D)); + + color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D); + } + + color = clamp(color, min_sample, max_sample); + + float luma_diff = abs(dot(C, Y)-dot(color, Y)); + + FragColor = vec4(color, luma_diff); +} diff --git a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang new file mode 100644 index 0000000..48b43b6 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang @@ -0,0 +1,131 @@ +#version 450 + +/* + Checkerboard Dedither - pass2 + + 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CD_BLEND_LEVEL; + float HSM_DEDITHER_MODE; +} params; + +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE + +#pragma parameter CD_BLEND_LEVEL " Dedither Blend Amount" 1.0 0.0 1.0 0.02 +#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL + +const float Delta = 0.000000001; +const vec3 Y = vec3( 0.299, 0.587, 0.114); + +vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));} +vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));} + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D LinearGamma; + +void main() +{ + if (HSM_DEDITHER_MODE < 2.5 || HSM_DEDITHER_MODE > 4.5) + { + FragColor = texture(Source, vTexCoord); + return; + } + + vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; + vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; + + // Reading the texels. + vec4 C = texture(Source, vTexCoord ); + vec4 L = texture(Source, vTexCoord -dx ); + vec4 R = texture(Source, vTexCoord +dx ); + vec4 U = texture(Source, vTexCoord -dy); + vec4 D = texture(Source, vTexCoord +dy); + vec4 UL = texture(Source, vTexCoord -dx -dy); + vec4 UR = texture(Source, vTexCoord +dx -dy); + vec4 DL = texture(Source, vTexCoord -dx +dy); + vec4 DR = texture(Source, vTexCoord +dx +dy); + + vec3 color = C.rgb; + + vec3 oriC = texture(LinearGamma, vTexCoord ).rgb; + vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb; + vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb; + vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb; + vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb; + + float count1 = 0.0; + float count2 = 0.0; + + float diff = (1.0 - CD_BLEND_LEVEL); + +// UL U UR +// L C R +// DL D DR + + count1 += (step(Delta, L.a*D.a*R.a)); + count1 += (step(Delta, L.a*U.a*R.a)); + count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a)); + + count2 += (step(Delta, U.a*L.a*D.a)); + count2 += (step(Delta, U.a*R.a*D.a)); + count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a)); + + if ((count1 * count2) > 0.0) + color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD); + else if (count1 > 0.0) + color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR); + else if (count2 > 0.0) + color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD); + + float luma_diff = abs(dot(oriC, Y)-dot(color, Y)); + + FragColor = vec4(color, luma_diff); +} diff --git a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang new file mode 100644 index 0000000..4e644cc --- /dev/null +++ b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang @@ -0,0 +1,132 @@ +#version 450 + +/* + Checkerboard Dedither - pass3 + + 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CD_HUD_DETAILS; + float CD_ADJUST_VIEW; + float HSM_DEDITHER_MODE; +} params; + +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE + +#pragma parameter CD_HUD_DETAILS " Hyllian Checkerboard Details Threshold" 1.0 0.0 5.0 1.0 +// #pragma parameter CD_ADJUST_VIEW " Hyllian Checkerboard Debug View" 0.0 0.0 1.0 1.0 + +#define CD_HUD_DETAILS params.CD_HUD_DETAILS +#define CD_ADJUST_VIEW 0 + +#define GAMMA_EXP 2.0 +#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP)) + +const float Delta = 0.000000001; +const vec3 Y = vec3( 0.299, 0.587, 0.114); + +vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));} +vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));} + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D LinearGamma; + +void main() +{ + if (HSM_DEDITHER_MODE < 2.5 || HSM_DEDITHER_MODE > 4.5) + { + FragColor = texture(Source, vTexCoord); + return; + } + + vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; + vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; + + // Reading the texels. + vec4 C = texture(Source, vTexCoord ); + vec4 L = texture(Source, vTexCoord -dx ); + vec4 R = texture(Source, vTexCoord +dx ); + vec4 U = texture(Source, vTexCoord -dy); + vec4 D = texture(Source, vTexCoord +dy); + vec4 UL = texture(Source, vTexCoord -dx -dy); + vec4 UR = texture(Source, vTexCoord +dx -dy); + vec4 DL = texture(Source, vTexCoord -dx +dy); + vec4 DR = texture(Source, vTexCoord +dx +dy); + + vec3 color = C.rgb; + + vec3 oriC = texture(LinearGamma, vTexCoord ).rgb; + + float count = 0.0; + float count2 = 0.0; + +// UL U UR +// L C R +// DL D DR + + count += step(Delta, L.a); + count += step(Delta, R.a); + count += step(Delta, U.a); + count += step(Delta, D.a); + count += step(Delta, UL.a*UR.a*DL.a*DR.a); + + count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a)); + + if ((count < CD_HUD_DETAILS) && (count2 < 1.0)) + color = oriC; + + float luma_diff = abs(dot(oriC, Y)-dot(color, Y)); + + color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW); + + // FragColor = vec4(GAMMA_OUT(color), 1.0); + FragColor = vec4(color, 1.0); +} diff --git a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither_version.txt b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither_version.txt new file mode 100644 index 0000000..562d298 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither_version.txt @@ -0,0 +1 @@ +Checkerboard-Dedither Version 3 \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang new file mode 100644 index 0000000..bd6e412 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang @@ -0,0 +1,53 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float InputGamma; + float CD_BLEND_OPTION; + float HSM_DEDITHER_MODE; +} params; + +#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 + +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE + +#define InputGamma 2.0 + +#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + if (HSM_DEDITHER_MODE < 2.5 || HSM_DEDITHER_MODE > 4.5) + { + FragColor = texture(Source, vTexCoord); + return; + } + + FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0); +} diff --git a/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-x.slang b/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-x.slang new file mode 100644 index 0000000..9fd9080 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-x.slang @@ -0,0 +1,132 @@ +#version 450 + +/* + b-spline-x Shader + + Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float C_ANTI_RINGING; + float C_FILTER_MODE; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter HSM_DREZ_TITLE "[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:" 0 0 0.01 0.01 + +#pragma parameter C_FILTER_MODE " DREZ Filter: B-SPLINE | BICUBIC | CATMULL-ROM | BICUBIC H" 0.0 0.0 3.0 1.0 +#define C_FILTER_MODE params.C_FILTER_MODE + +// #pragma parameter C_ANTI_RINGING " Catmull-Rom Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0 +// #define C_ANTI_RINGING params.C_ANTI_RINGING + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec4 t1; +layout(location = 2) out vec4 t2; + +void main() +{ + gl_Position = global.MVP * Position; + + vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w); + float dx = ps.x; + float dy = ps.y; + + vTexCoord = TexCoord * 1.0001 - vec2(0.5, 0.0)*ps; + + t1 = vTexCoord.xyxy + vec4( -dx, 0.0, 0.0, 0.0); + t2 = vTexCoord.xyxy + vec4( dx, 0.0, 2.0*dx, 0.0); + +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec4 t1; +layout(location = 2) in vec4 t2; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + // B-Spline + float B = 1.0; + float C = 0.0; + + if (C_FILTER_MODE == 1) + { + // Bicubic + B = 1.0/3.0; + C = 1.0/3.0; + } + if (C_FILTER_MODE == 2) + { + // Catmull-Rom + B = 0.0; + C = 0.5; + } + if (C_FILTER_MODE == 3) + { + // Bicubic Hyllian + B = 0.0; + C = 1.0; + } + + + const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0, + (12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0, + -(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0, + (B + 6.0*C)/6.0, -C, 0.0, 0.0); + + vec2 fp = fract(vTexCoord*params.SourceSize.xy); + + vec3 C0 = texture(Source, t1.xy).xyz; + vec3 C1 = texture(Source, t1.zw).xyz; + vec3 C2 = texture(Source, t2.xy).xyz; + vec3 C3 = texture(Source, t2.zw).xyz; + + vec4 Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * INV; + vec3 color = mat4x3(C0, C1, C2, C3) * Px; + + // // Anti-ringing + // if (C_ANTI_RINGING == 1) + // { + // vec3 aux = color; + // vec3 min_sample = min(min(C0, C1), min(C2, C3)); + // vec3 max_sample = max(max(C0, C1), max(C2, C3)); + // color = clamp(color, min_sample, max_sample); + // color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3))); + // } + + FragColor = vec4(color, 1.0); +} diff --git a/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-y.slang b/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-y.slang new file mode 100644 index 0000000..b13ce58 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-b-spline-y.slang @@ -0,0 +1,129 @@ +#version 450 + +/* + b-spline-y Shader + + Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float C_FILTER_MODE; + float C_ANTI_RINGING; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter C_FILTER_MODE " DREZ Filter: B-SPLINE | BICUBIC | CATMULL-ROM | BICUBIC H" 0.0 0.0 3.0 1.0 +#define C_FILTER_MODE params.C_FILTER_MODE + +// #pragma parameter C_ANTI_RINGING " Catmull-Rom Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0 +// #define C_ANTI_RINGING params.C_ANTI_RINGING + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec4 t1; +layout(location = 2) out vec4 t2; + +void main() +{ + gl_Position = global.MVP * Position; + + vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w); + float dx = ps.x; + float dy = ps.y; + + vTexCoord = TexCoord * 1.0001 - vec2(0.0, 0.5)*ps; + + t1 = vTexCoord.xyxy + vec4( 0.0, -dy, 0.0, 0.0); + t2 = vTexCoord.xyxy + vec4( 0.0, dy, 0.0, 2.0*dy); + +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec4 t1; +layout(location = 2) in vec4 t2; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + // B-Spline + float B = 1.0; + float C = 0.0; + + if (C_FILTER_MODE == 1) + { + // Bicubic + B = 1.0/3.0; + C = 1.0/3.0; + } + if (C_FILTER_MODE == 2) + { + // Catmull-Rom + B = 0.0; + C = 0.5; + } + if (C_FILTER_MODE == 3) + { + // Bicubic Hyllian + B = 0.0; + C = 1.0; + } + + const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0, + (12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0, + -(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0, + (B + 6.0*C)/6.0, -C, 0.0, 0.0); + + vec2 fp = fract(vTexCoord*params.SourceSize.xy); + + vec3 C0 = texture(Source, t1.xy).xyz; + vec3 C1 = texture(Source, t1.zw).xyz; + vec3 C2 = texture(Source, t2.xy).xyz; + vec3 C3 = texture(Source, t2.zw).xyz; + + vec4 Py = vec4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0) * INV; + vec3 color = mat4x3(C0, C1, C2, C3) * Py; + + // // Anti-ringing + // if (C_ANTI_RINGING == 1.0) + // { + // vec3 aux = color; + // vec3 min_sample = min(min(C0, C1), min(C2, C3)); + // vec3 max_sample = max(max(C0, C1), max(C2, C3)); + // color = clamp(color, min_sample, max_sample); + // color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3))); + // } + + FragColor = vec4(color, 1.0); +} diff --git a/bezel/Mega_Bezel/shaders/hsm-sgenpt-mix/hsm-sgenpt-mix-pass2.slang b/bezel/Mega_Bezel/shaders/hyllian/sgenpt-mix/hsm-sgenpt-mix-pass2.slang similarity index 100% rename from bezel/Mega_Bezel/shaders/hsm-sgenpt-mix/hsm-sgenpt-mix-pass2.slang rename to bezel/Mega_Bezel/shaders/hyllian/sgenpt-mix/hsm-sgenpt-mix-pass2.slang diff --git a/bezel/Mega_Bezel/shaders/hsm-sgenpt-mix/hsm-sgenpt-mix.slang b/bezel/Mega_Bezel/shaders/hyllian/sgenpt-mix/hsm-sgenpt-mix.slang similarity index 100% rename from bezel/Mega_Bezel/shaders/hsm-sgenpt-mix/hsm-sgenpt-mix.slang rename to bezel/Mega_Bezel/shaders/hyllian/sgenpt-mix/hsm-sgenpt-mix.slang diff --git a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang index 15bd09f..b56b2e0 100644 --- a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang +++ b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang @@ -16,18 +16,21 @@ layout(push_constant) uniform Push uint FrameCount; float MODE; float PWR; + float HSM_DEDITHER_MODE; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - float MDAPT_MODE; } global; -#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT DE-DITHERING --- ]:" 0 0 0.01 0.01 -#pragma parameter MDAPT_MODE " Mode - OFF | Strict | Relaxed | Stripes" 0 0 3 1 +#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE + +// OFF | STRICT | RELAXED | HYLLIAN | HYL + Stripes | Stripes // #pragma parameter MODE "MDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0 // #pragma parameter PWR "MDAPT Color Metric Exp" 2.0 0.0 10.0 0.1 @@ -75,7 +78,7 @@ void main() D */ - if (global.MDAPT_MODE < 1) + if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3) { FragColor = texture(Source, vTexCoord); return; @@ -90,7 +93,7 @@ void main() vec3 res = vec3(0.0); - if(global.MDAPT_MODE == 1){ + if(HSM_DEDITHER_MODE == 1){ res.x = float((L == R) && (C != L)); res.y = float((U == D) && (C != U)); res.z = float(bool(res.x) && bool(res.y) && (L == U)); diff --git a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass1.slang b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass1.slang index 048bc7b..a3add89 100644 --- a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass1.slang +++ b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass1.slang @@ -14,6 +14,7 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float HSM_DEDITHER_MODE; } params; #define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) @@ -22,11 +23,10 @@ layout(push_constant) uniform Push layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - float MDAPT_MODE; } global; -#pragma parameter MDAPT_MODE " Mode - OFF | Strict | Relaxed | Stripes" 0 0 3 1 - +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE float and_(float a, float b){ return min(a,b); @@ -68,7 +68,7 @@ void main() DL D DR */ - if (global.MDAPT_MODE < 1) + if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3) { FragColor = texture(Source, vTexCoord); return; diff --git a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass2.slang b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass2.slang index ba0cf1b..d127804 100644 --- a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass2.slang +++ b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass2.slang @@ -18,6 +18,7 @@ layout(push_constant) uniform Push float VL_HI; float CB_LO; float CB_HI; + float HSM_DEDITHER_MODE; } params; // #pragma parameter VL_LO "MDAPT VL LO Thresh" 1.25 0.0 10.0 0.05 @@ -33,11 +34,10 @@ const float CB_HI = 5.75; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - float MDAPT_MODE; } global; -#pragma parameter MDAPT_MODE " Mode - OFF | Strict | Relaxed | Stripes" 0 0 3 1 - +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE #define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) #define and(x,y) min(x,y) @@ -73,12 +73,13 @@ void main() SW DDL D2 DDR SE */ - if (global.MDAPT_MODE < 1) + if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3) { FragColor = texture(Source, vTexCoord); return; } + vec2 C = TEX( 0., 0.).xy; vec2 hits = vec2(0.0); diff --git a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass3.slang b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass3.slang index 7c04ca4..fbd9d92 100644 --- a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass3.slang +++ b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass3.slang @@ -14,20 +14,20 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float HSM_DEDITHER_MODE; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - float MDAPT_MODE; } global; -#pragma parameter MDAPT_MODE " Mode - OFF | Strict | Relaxed | Stripes" 0 0 3 1 - +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE #define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) -#define TEXt0(dx,dy) texture(PreDeDitheringPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) +#define TEXt0(dx,dy) texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) bool eq(vec3 A, vec3 B){ return (A == B); @@ -68,7 +68,7 @@ void main() layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D PreDeDitheringPass; +layout(set = 0, binding = 3) uniform sampler2D PreMdaptPass; void main() { @@ -78,12 +78,13 @@ void main() DL D DR */ - if (global.MDAPT_MODE < 1) + if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3) { FragColor = texture(Source, vTexCoord); return; } + vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz; vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz; vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz; diff --git a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass4.slang b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass4.slang index be8239c..947f795 100644 --- a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass4.slang +++ b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass4.slang @@ -18,6 +18,8 @@ layout(push_constant) uniform Push float CB; float DEBUG; float linear_gamma; + float HSM_DEDITHER_MODE; + float CD_BLEND_LEVEL; } params; // #pragma parameter VL "[DE-DITHERING] MDAPT Vertical Lines" 0.0 0.0 1.0 1.0 @@ -33,11 +35,13 @@ const float linear_gamma = 0; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - float MDAPT_MODE; } global; -#pragma parameter MDAPT_MODE " Mode - OFF | Strict | Relaxed | Stripes" 0 0 3 1 +#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 +#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE +#pragma parameter CD_BLEND_LEVEL " Dedither Blend Amount" 1.0 0.0 1.0 0.02 +#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL #pragma stage vertex layout(location = 0) in vec4 Position; @@ -54,10 +58,10 @@ void main() layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D PreDeDitheringPass; +layout(set = 0, binding = 3) uniform sampler2D PreMdaptPass; //#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) -//#define TEXt0(dx,dy) texture(PreDeDitheringPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) +//#define TEXt0(dx,dy) texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) vec4 TEX(float dx, float dy){ if(linear_gamma > 0.5) return pow(texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2)); @@ -65,8 +69,8 @@ vec4 TEX(float dx, float dy){ } vec4 TEXt0(float dx, float dy){ - if(linear_gamma > 0.5) return pow(texture(PreDeDitheringPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2)); - else return texture(PreDeDitheringPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw); + if(linear_gamma > 0.5) return pow(texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2)); + else return texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw); } bool eq(vec3 A, vec3 B){ @@ -105,12 +109,13 @@ void main() DL D DR */ - if (global.MDAPT_MODE < 1) + if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3) { FragColor = texture(Source, vTexCoord); return; } + vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz; vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz; vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz; @@ -124,8 +129,8 @@ void main() // Backpropagation C.xy = or_(C.xy, and_(C.zw, or_(L.xy, R.xy, U.xy, D.xy))); - - if(global.MDAPT_MODE == 3){ + // Modes 4 and 5 blend the Stripe/Jailbar dithering + if(HSM_DEDITHER_MODE > 3.5){ float prSum = L.x + R.x; prVL = max(L.x, R.x); @@ -173,5 +178,10 @@ void main() FragColor = vec4(prVL, prCB, 0.0, 0.0); vec4 final = (prCB >= prVL) ? vec4(mix(c, fCB, prCB), 1.0) : vec4(mix(c, fVL, prVL), 1.0); + + final = CD_BLEND_LEVEL * final + (1 - CD_BLEND_LEVEL) * texture(PreMdaptPass, vTexCoord); + FragColor = (linear_gamma > 0.5) ? pow(final, vec4(1.0 / 2.2)) : final; + + }