From 54b358dbb217c57d7bd0f1fe60ba120ac542fd69 Mon Sep 17 00:00:00 2001 From: HyperspaceMadness Date: Mon, 29 Aug 2022 22:10:07 -0400 Subject: [PATCH] Mega Bezel Update to V1.0.007_2022-08-29_Rev-1 --- ...0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp} | 0 ...0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp} | 0 ..._SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp} | 0 ...MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp} | 0 ...> MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp} | 0 ...> MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp} | 0 .../MBZ__1__ADV__GDV__DREZ-1080p.slangp | 331 ++++++++++++++++++ ...ngp => MBZ__1__ADV__GDV__DREZ-224p.slangp} | 0 ...ngp => MBZ__1__ADV__GDV__DREZ-240p.slangp} | 0 ...MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp} | 0 ...ngp => MBZ__1__ADV__GDV__DREZ-480p.slangp} | 0 ...MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp} | 0 ...MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp} | 0 ...1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp} | 0 ...1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp} | 0 ...1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp} | 0 ...Z__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp | 295 ++++++++++++++++ ...__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp} | 0 .../MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp | 265 ++++++++++++++ .../MBZ__3__STD__GDV-MINI__DREZ-240p.slangp | 265 ++++++++++++++ ...> MBZ__3__STD__GDV-MINI__DREZ-480p.slangp} | 0 ...> MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp} | 0 ...> MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp} | 0 ...gp => MBZ__3__STD__GDV__DREZ-1080p.slangp} | 0 ...ngp => MBZ__3__STD__GDV__DREZ-224p.slangp} | 0 ...ngp => MBZ__3__STD__GDV__DREZ-240p.slangp} | 0 ...BZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp | 305 ++++++++++++++++ ...MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp} | 0 ...ngp => MBZ__3__STD__GDV__DREZ-480p.slangp} | 0 ...BZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp | 305 ++++++++++++++++ .../MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp | 305 ++++++++++++++++ .../MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp | 305 ++++++++++++++++ ..._3__STD__LCD-GRID__DREZ-3DS-400x480.slangp | 265 ++++++++++++++ ..._3__STD__LCD-GRID__DREZ-NDS-256x384.slangp | 265 ++++++++++++++ ..._3__STD__LCD-GRID__DREZ-PSP-480x272.slangp | 265 ++++++++++++++ ...l-Screen-3DS__ADV__DREZ-3DS-400x480.slangp | 2 +- ...DS__ADV__LCD-GRID__DREZ-3DS-400x480.slangp | 21 ++ ...Screen-3DS__STD__DREZ-3DS-1600x1920.slangp | 21 ++ ...l-Screen-3DS__STD__DREZ-3DS-400x480.slangp | 2 +- ...DS__STD__LCD-GRID__DREZ-3DS-400x480.slangp | 21 ++ ...al-Screen-DS__ADV__DREZ-NDS-256x384.slangp | 21 ++ ...DS__ADV__LCD-GRID__DREZ-NDS-256x384.slangp | 20 ++ ...-Screen-DS__STD__DREZ-NDS-1280x1920.slangp | 18 + ...al-Screen-DS__STD__DREZ-NDS-256x384.slangp | 18 + bezel/Mega_Bezel/README.md | 16 +- bezel/Mega_Bezel/shaders/ShaderTodo.txt | 32 +- .../base/common/params-0-screen-scale.inc | 9 +- .../shaders/base/text-resolution.inc | 4 +- .../shaders/guest/hsm-afterglow0.slang | 2 +- .../megatron/crt-sony-megatron-hdr-pass.slang | 6 +- .../shaders/megatron/crt-sony-megatron.inc | 8 +- .../shaders/megatron/include/parameters.h | 58 +-- 52 files changed, 3371 insertions(+), 79 deletions(-) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__0__SMOOTH-ADV__DREZ-240p__GDV-NTSC.slangp => MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__0__SMOOTH-ADV__DREZ-480p__GDV-NTSC.slangp => MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__0__SMOOTH-ADV__DREZ-3DS-400x480__GDV.slangp => MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__0__SMOOTH-ADV__DREZ-480p__GDV.slangp => MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-240p__GDV-NTSC.slangp => MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-480p__GDV-NTSC.slangp => MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp} (100%) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-224p__GDV.slangp => MBZ__1__ADV__GDV__DREZ-224p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-240p__GDV.slangp => MBZ__1__ADV__GDV__DREZ-240p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-3DS-400x480__GDV.slangp => MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-480p__GDV.slangp => MBZ__1__ADV__GDV__DREZ-480p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-NDS-256x384__GDV.slangp => MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-PSP-480x272__GDV.slangp => MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-3DS-400x480__LCD-GRID.slangp => MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-NDS-256x384__LCD-GRID.slangp => MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__1__ADV__DREZ-PSP-480x272__LCD-GRID.slangp => MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp} (100%) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-480p__GDV-MINI-NTSC.slangp => MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp} (100%) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-480p__GDV-MINI.slangp => MBZ__3__STD__GDV-MINI__DREZ-480p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-240p__GDV-NTSC.slangp => MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-480p__GDV-NTSC.slangp => MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-1080p__GDV.slangp => MBZ__3__STD__GDV__DREZ-1080p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-224p__GDV.slangp => MBZ__3__STD__GDV__DREZ-224p.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-240p__GDV.slangp => MBZ__3__STD__GDV__DREZ-240p.slangp} (100%) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-3DS-400x480__GDV.slangp => MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp} (100%) rename bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/{MBZ__3__STD__DREZ-480p__GDV.slangp => MBZ__3__STD__GDV__DREZ-480p.slangp} (100%) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__LCD-GRID__DREZ-3DS-400x480.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-1600x1920.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__LCD-GRID__DREZ-3DS-400x480.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__DREZ-NDS-256x384.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__LCD-GRID__DREZ-NDS-256x384.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-1280x1920.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-256x384.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-240p__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-240p__GDV-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-480p__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-480p__GDV-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-3DS-400x480__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-3DS-400x480__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-480p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-480p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-240p__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-240p__GDV-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-480p__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-480p__GDV-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp 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 new file mode 100644 index 0000000..7338c68 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp @@ -0,0 +1,331 @@ +shaders = 39 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 1440 +scale_y1 = 1080 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreDeDitheringPass" + +// 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 + +shader12 = ../../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 +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 +filter_linear22 = true +scale_type22 = source +scale22 = 1.0 +float_framebuffer22 = true +alias22 = "LinearizePass" + +shader23 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 800.0 +scale_type_y23 = source +scale_y23 = 1.0 +float_framebuffer23 = true + +shader24 = ../../shaders/guest/hsm-gaussian_vertical.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 + +shader25 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear25 = true +scale_type_x25 = absolute +scale_x25 = 800.0 +scale_type_y25 = absolute +scale_y25 = 600.0 +float_framebuffer25 = true + +shader26 = ../../shaders/guest/hsm-bloom_vertical.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 + +shader27 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear27 = true +float_framebuffer27 = true +scale_type27 = viewport +scale_x27 = 1.0 +scale_y27 = 1.0 + +shader28 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear28 = true +scale_type28 = viewport +scale_x28 = 1.0 +scale_y28 = 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 +shader30 = ../../shaders/base/linearize-crt.slang +mipmap_input30 = true +filter_linear30 = true +scale_type30 = absolute +// scale_x30 = 480 +// scale_y30 = 270 +// scale_x30 = 960 +// scale_y30 = 540 +scale_x30 = 800 +scale_y30 = 600 +alias30 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader31 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input31 = true +filter_linear31 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +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 +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 +shader34 = ../../../../blurs/blur9x9.slang +mipmap_input34 = true +filter_linear34 = true +scale_type34 = absolute +scale_x34 = 12 +scale_y34 = 12 +alias34 = "BR_MirrorFullscreenGlowPass" + +// Bezel Reflection ---------------------------------------------------------------- +shader35 = ../../shaders/base/reflection.slang +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "BR_CRTAndReflectionPass" + +// Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- + +shader36 = ../../shaders/base/bezel-images-under-crt.slang +filter_linear36 = true +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "BR_LayersUnderCRTPass" + +shader37 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear37 = true +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +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;" + +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 = 1 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-224p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-224p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-240p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-240p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-3DS-400x480__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-3DS-400x480__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-480p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-480p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-NDS-256x384__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-NDS-256x384__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-PSP-480x272__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-PSP-480x272__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-3DS-400x480__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-3DS-400x480__LCD-GRID.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-NDS-256x384__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-NDS-256x384__LCD-GRID.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-PSP-480x272__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-PSP-480x272__LCD-GRID.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp 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 new file mode 100644 index 0000000..22fb9bb --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp @@ -0,0 +1,295 @@ +shaders = 30 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 320 +scale_y1 = 240 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../../../stock.slang +alias10 = "PrePass0" + +shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear11 = false +float_framebuffer11 = true +scale_type_x11 = source +scale_type_y11 = source +scale_x11 = 4.0 +scale_y11 = 1.0 +frame_count_mod11 = 2 +alias11 = NPass1 + +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer12 = true +filter_linear12 = true +scale_type12 = source +scale_x12 = 0.5 +scale_y12 = 1.0 + +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +filter_linear13 = true +scale_type13 = source +scale_x13 = 1.0 +scale_y13 = 1.0 + +shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear14 = true +scale_type14 = source +scale_x14 = 1.0 +scale_y14 = 1.0 + +shader15 = ../../../../stock.slang +filter_linear15 = true +scale_type15 = source +scale_x15 = 1.0 +scale_y15 = 1.0 +alias15 = "PrePass" +mipmap_input15 = true + +shader16 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear16 = true +scale_type16 = source +scale16 = 1.0 +mipmap_input16 = true +alias16 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear17 = true +scale_type17 = source +scale17 = 1.0 +float_framebuffer17 = true +alias17 = "LinearizePass" + +shader18 = ../../shaders/base/delinearize.slang + +shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 +filter_linear19 = true + +g_sat = 0.15 + +shader20 = ../../shaders/base/post-crt-prep-image-layers.slang +alias20 = "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 +mipmap_input22 = true +filter_linear22 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear23 = true +alias23 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader26 = ../../shaders/base/reflection.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "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 +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader29 = ../../shaders/base/combine-passes.slang +scale_type29 = viewport +alias29 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 + +// NTSC Parameters +GAMMA_INPUT = 2.0 +gamma_out = 1.95 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV-MINI-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp 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 new file mode 100644 index 0000000..55c880e --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp @@ -0,0 +1,265 @@ +shaders = 26 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 1440 +scale_y1 = 1080 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/base/delinearize.slang + +shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type15 = viewport +scale_x15 = 1.0 +scale_y15 = 1.0 +filter_linear15 = true + +g_sat = 0.15 + +shader16 = ../../shaders/base/post-crt-prep-image-layers.slang +alias16 = "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 +mipmap_input18 = true +filter_linear18 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear19 = true +alias19 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader22 = ../../shaders/base/reflection.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "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 +filter_linear24 = true +scale_type24 = viewport +float_framebuffer24 = true +alias24 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader25 = ../../shaders/base/combine-passes.slang +scale_type25 = viewport +alias25 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 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 new file mode 100644 index 0000000..3157ba4 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp @@ -0,0 +1,265 @@ +shaders = 26 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 320 +scale_y1 = 240 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/base/delinearize.slang + +shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type15 = viewport +scale_x15 = 1.0 +scale_y15 = 1.0 +filter_linear15 = true + +g_sat = 0.15 + +shader16 = ../../shaders/base/post-crt-prep-image-layers.slang +alias16 = "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 +mipmap_input18 = true +filter_linear18 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear19 = true +alias19 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader22 = ../../shaders/base/reflection.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "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 +filter_linear24 = true +scale_type24 = viewport +float_framebuffer24 = true +alias24 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader25 = ../../shaders/base/combine-passes.slang +scale_type25 = viewport +alias25 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV-MINI.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-240p__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-240p__GDV-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV-NTSC.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-1080p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-1080p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-224p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-224p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-240p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-240p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp 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 new file mode 100644 index 0000000..0a022ea --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp @@ -0,0 +1,305 @@ +shaders = 30 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 1600 +scale_y1 = 1920 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear14 = true +scale_type_x14 = absolute +scale_x14 = 800.0 +scale_type_y14 = source +scale_y14 = 1.0 +float_framebuffer14 = true + +shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = absolute +scale_y15 = 600.0 +float_framebuffer15 = true +alias15 = GlowPass + +shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear16 = true +scale_type_x16 = absolute +scale_x16 = 800.0 +scale_type_y16 = absolute +scale_y16 = 600.0 +float_framebuffer16 = true + +shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear17 = true +scale_type_x17 = source +scale_x17 = 1.0 +scale_type_y17 = source +scale_y17 = 1.0 +float_framebuffer17 = true +alias17 = BloomPass + +shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear18 = true +float_framebuffer18 = true +scale_type18 = viewport +scale_x18 = 1.0 +scale_y18 = 1.0 + +shader19 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear19 = true +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 + +shader20 = ../../shaders/base/post-crt-prep-image-layers.slang +alias20 = "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 +mipmap_input22 = true +filter_linear22 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear23 = true +alias23 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader26 = ../../shaders/base/reflection.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "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 +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader29 = ../../shaders/base/combine-passes.slang +scale_type29 = viewport +alias29 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-3DS-400x480__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-3DS-400x480__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-480p__GDV.slangp rename to bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp 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 new file mode 100644 index 0000000..7cff6e6 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp @@ -0,0 +1,305 @@ +shaders = 30 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 1280 +scale_y1 = 1920 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear14 = true +scale_type_x14 = absolute +scale_x14 = 800.0 +scale_type_y14 = source +scale_y14 = 1.0 +float_framebuffer14 = true + +shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = absolute +scale_y15 = 600.0 +float_framebuffer15 = true +alias15 = GlowPass + +shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear16 = true +scale_type_x16 = absolute +scale_x16 = 800.0 +scale_type_y16 = absolute +scale_y16 = 600.0 +float_framebuffer16 = true + +shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear17 = true +scale_type_x17 = source +scale_x17 = 1.0 +scale_type_y17 = source +scale_y17 = 1.0 +float_framebuffer17 = true +alias17 = BloomPass + +shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear18 = true +float_framebuffer18 = true +scale_type18 = viewport +scale_x18 = 1.0 +scale_y18 = 1.0 + +shader19 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear19 = true +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 + +shader20 = ../../shaders/base/post-crt-prep-image-layers.slang +alias20 = "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 +mipmap_input22 = true +filter_linear22 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear23 = true +alias23 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader26 = ../../shaders/base/reflection.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "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 +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader29 = ../../shaders/base/combine-passes.slang +scale_type29 = viewport +alias29 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 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 new file mode 100644 index 0000000..252e85a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp @@ -0,0 +1,305 @@ +shaders = 30 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 256 +scale_y1 = 384 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear14 = true +scale_type_x14 = absolute +scale_x14 = 800.0 +scale_type_y14 = source +scale_y14 = 1.0 +float_framebuffer14 = true + +shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = absolute +scale_y15 = 600.0 +float_framebuffer15 = true +alias15 = GlowPass + +shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear16 = true +scale_type_x16 = absolute +scale_x16 = 800.0 +scale_type_y16 = absolute +scale_y16 = 600.0 +float_framebuffer16 = true + +shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear17 = true +scale_type_x17 = source +scale_x17 = 1.0 +scale_type_y17 = source +scale_y17 = 1.0 +float_framebuffer17 = true +alias17 = BloomPass + +shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear18 = true +float_framebuffer18 = true +scale_type18 = viewport +scale_x18 = 1.0 +scale_y18 = 1.0 + +shader19 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear19 = true +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 + +shader20 = ../../shaders/base/post-crt-prep-image-layers.slang +alias20 = "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 +mipmap_input22 = true +filter_linear22 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear23 = true +alias23 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader26 = ../../shaders/base/reflection.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "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 +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader29 = ../../shaders/base/combine-passes.slang +scale_type29 = viewport +alias29 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 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 new file mode 100644 index 0000000..a212d16 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp @@ -0,0 +1,305 @@ +shaders = 30 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 480 +scale_y1 = 272 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear14 = true +scale_type_x14 = absolute +scale_x14 = 800.0 +scale_type_y14 = source +scale_y14 = 1.0 +float_framebuffer14 = true + +shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = absolute +scale_y15 = 600.0 +float_framebuffer15 = true +alias15 = GlowPass + +shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear16 = true +scale_type_x16 = absolute +scale_x16 = 800.0 +scale_type_y16 = absolute +scale_y16 = 600.0 +float_framebuffer16 = true + +shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear17 = true +scale_type_x17 = source +scale_x17 = 1.0 +scale_type_y17 = source +scale_y17 = 1.0 +float_framebuffer17 = true +alias17 = BloomPass + +shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +filter_linear18 = true +float_framebuffer18 = true +scale_type18 = viewport +scale_x18 = 1.0 +scale_y18 = 1.0 + +shader19 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear19 = true +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 + +shader20 = ../../shaders/base/post-crt-prep-image-layers.slang +alias20 = "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 +mipmap_input22 = true +filter_linear22 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear23 = true +alias23 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader26 = ../../shaders/base/reflection.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "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 +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader29 = ../../shaders/base/combine-passes.slang +scale_type29 = viewport +alias29 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 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 new file mode 100644 index 0000000..f14be0f --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp @@ -0,0 +1,265 @@ +shaders = 26 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 400 +scale_y1 = 480 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/base/delinearize.slang + +shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear15 = "false" +scale_type15 = "viewport" +scale15 = "1.0" + +shader16 = ../../shaders/base/post-crt-prep-image-layers.slang +alias16 = "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 +mipmap_input18 = true +filter_linear18 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear19 = true +alias19 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader22 = ../../shaders/base/reflection.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "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 +filter_linear24 = true +scale_type24 = viewport +float_framebuffer24 = true +alias24 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader25 = ../../shaders/base/combine-passes.slang +scale_type25 = viewport +alias25 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 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 new file mode 100644 index 0000000..0d56e42 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp @@ -0,0 +1,265 @@ +shaders = 26 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 256 +scale_y1 = 384 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/base/delinearize.slang + +shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear15 = "false" +scale_type15 = "viewport" +scale15 = "1.0" + +shader16 = ../../shaders/base/post-crt-prep-image-layers.slang +alias16 = "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 +mipmap_input18 = true +filter_linear18 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear19 = true +alias19 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader22 = ../../shaders/base/reflection.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "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 +filter_linear24 = true +scale_type24 = viewport +float_framebuffer24 = true +alias24 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader25 = ../../shaders/base/combine-passes.slang +scale_type25 = viewport +alias25 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 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 new file mode 100644 index 0000000..6c5bca8 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp @@ -0,0 +1,265 @@ +shaders = 26 + +shader0 = ../../shaders/base/add-params-all.slang +alias0 = "CorePass" + +shader1 = ../../../../stock.slang +filter_linear1 = true +mipmap_input1 = true +srgb_framebuffer1 = true +scale_type1 = absolute +scale_x1 = 480 +scale_y1 = 272 +alias1 = "DerezedPass" + +shader2 = ../../shaders/base/add-negative-crop-area.slang +filter_linear2 = false +mipmap_input2 = false +srgb_framebuffer2 = true +scale_type2 = source +scale_x2 = 1 +scale_y2 = 1 +alias2 = "NegativeCropAddedPass" + +shader3 = ../../shaders/base/cache-info-all-params.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "InfoCachePass" + +shader4 = ../../shaders/base/text-std.slang +filter_linear4 = false +float_framebuffer4 = true +scale_type4 = source +scale4 = 1.0 +alias4 = "TextPass" + +shader5 = ../../shaders/base/intro.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "IntroPass" + +shader6 = ../../../../stock.slang +alias6 = "PreCRTPass" + +shader7 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 +alias7 = "AfterglowPass" + +shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear8 = true +scale_type8 = source +mipmap_input8 = true +scale8 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader9 = ../../shaders/dogway/hsm-grade.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale_x10 = 1.0 +scale_y10 = 1.0 + +shader11 = ../../../../stock.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 +filter_linear12 = true +scale_type12 = source +scale12 = 1.0 +mipmap_input12 = true +alias12 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +float_framebuffer13 = true +alias13 = "LinearizePass" + +shader14 = ../../shaders/base/delinearize.slang + +shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear15 = "false" +scale_type15 = "viewport" +scale15 = "1.0" + +shader16 = ../../shaders/base/post-crt-prep-image-layers.slang +alias16 = "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 +mipmap_input18 = true +filter_linear18 = true + +// Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear19 = true +alias19 = "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" + +// Bezel Reflection ---------------------------------------------------------------- +shader22 = ../../shaders/base/reflection.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "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 +filter_linear24 = true +scale_type24 = viewport +float_framebuffer24 = true +alias24 = "BR_LayersOverCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader25 = ../../shaders/base/combine-passes.slang +scale_type25 = viewport +alias25 = "CombinePass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +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 = 1 diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__DREZ-3DS-400x480.slangp index 6f3f456..3fa3483 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__DREZ-3DS-400x480.slangp @@ -1,4 +1,4 @@ -#reference "../../Base_CRT_Presets_DREZ/MBZ__1__ADV__DREZ-3DS-400x480__GDV.slangp" +#reference "../../Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp" HSM_FLIP_VIEWPORT_VERTICAL = 1 HSM_ASPECT_RATIO_MODE = 5 diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__LCD-GRID__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__LCD-GRID__DREZ-3DS-400x480.slangp new file mode 100644 index 0000000..7bea5cc --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__ADV__LCD-GRID__DREZ-3DS-400x480.slangp @@ -0,0 +1,21 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp" + +HSM_FLIP_VIEWPORT_VERTICAL = 1 +HSM_ASPECT_RATIO_MODE = 5 +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 88.888 +HSM_INT_SCALE_BORDER_MIN_HEIGHT = 10 + +HSM_DUALSCREEN_MODE = 1 +HSM_2ND_SCREEN_ASPECT_RATIO_MODE = 1 +HSM_2ND_SCREEN_CROP_PERCENT_LEFT = "10" +HSM_2ND_SCREEN_CROP_PERCENT_RIGHT = "10" +HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS = "-2.8" + +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 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-1600x1920.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-1600x1920.slangp new file mode 100644 index 0000000..66ea82d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-1600x1920.slangp @@ -0,0 +1,21 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp" + +HSM_FLIP_VIEWPORT_VERTICAL = 1 +HSM_ASPECT_RATIO_MODE = 5 +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 88.888 +HSM_INT_SCALE_BORDER_MIN_HEIGHT = 10 + +HSM_DUALSCREEN_MODE = 1 +HSM_2ND_SCREEN_ASPECT_RATIO_MODE = 1 +HSM_2ND_SCREEN_CROP_PERCENT_LEFT = "10" +HSM_2ND_SCREEN_CROP_PERCENT_RIGHT = "10" +HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS = "-2.8" + +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 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-400x480.slangp index 90a1abf..fa06cfd 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__DREZ-3DS-400x480.slangp @@ -1,4 +1,4 @@ -#reference "../../Base_CRT_Presets_DREZ/MBZ__3__STD__DREZ-3DS-400x480__GDV.slangp" +#reference "../../Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp" HSM_FLIP_VIEWPORT_VERTICAL = 1 HSM_ASPECT_RATIO_MODE = 5 diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__LCD-GRID__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__LCD-GRID__DREZ-3DS-400x480.slangp new file mode 100644 index 0000000..c77d87a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-3DS__STD__LCD-GRID__DREZ-3DS-400x480.slangp @@ -0,0 +1,21 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp" + +HSM_FLIP_VIEWPORT_VERTICAL = 1 +HSM_ASPECT_RATIO_MODE = 5 +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 88.888 +HSM_INT_SCALE_BORDER_MIN_HEIGHT = 10 + +HSM_DUALSCREEN_MODE = 1 +HSM_2ND_SCREEN_ASPECT_RATIO_MODE = 1 +HSM_2ND_SCREEN_CROP_PERCENT_LEFT = "10" +HSM_2ND_SCREEN_CROP_PERCENT_RIGHT = "10" +HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS = "-2.8" + +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 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__DREZ-NDS-256x384.slangp new file mode 100644 index 0000000..7b27ce7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__DREZ-NDS-256x384.slangp @@ -0,0 +1,21 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp" + +HSM_FLIP_VIEWPORT_VERTICAL = 1 +HSM_ASPECT_RATIO_MODE = 5 +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 88.888 +HSM_INT_SCALE_BORDER_MIN_HEIGHT = 10 + +HSM_DUALSCREEN_MODE = 1 +HSM_2ND_SCREEN_ASPECT_RATIO_MODE = 1 +HSM_2ND_SCREEN_CROP_PERCENT_LEFT = "10" +HSM_2ND_SCREEN_CROP_PERCENT_RIGHT = "10" +HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS = "-2.8" + +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 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__LCD-GRID__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__LCD-GRID__DREZ-NDS-256x384.slangp new file mode 100644 index 0000000..e52ef95 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__ADV__LCD-GRID__DREZ-NDS-256x384.slangp @@ -0,0 +1,20 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp" + +// BackgroundImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +// BackgroundVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png + +HSM_ASPECT_RATIO_MODE = 5 +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 71.17 +HSM_INT_SCALE_BORDER_MIN_HEIGHT = 10 + +HSM_DUALSCREEN_MODE = 1 + +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 + +HSM_SCREEN_VIGNETTE_ON = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-1280x1920.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-1280x1920.slangp new file mode 100644 index 0000000..3267a9b --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-1280x1920.slangp @@ -0,0 +1,18 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp" + +HSM_ASPECT_RATIO_MODE = 5 + +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 83.97 + +HSM_DUALSCREEN_MODE = 1 + +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 + +HSM_SCREEN_VIGNETTE_ON = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-256x384.slangp new file mode 100644 index 0000000..58b32a5 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Dual-Screen/Dual-Screen-DS__STD__DREZ-NDS-256x384.slangp @@ -0,0 +1,18 @@ +#reference "../../Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp" + +HSM_ASPECT_RATIO_MODE = 5 + +HSM_INT_SCALE_MODE = 0 +HSM_NON_INTEGER_SCALE = 83.97 + +HSM_DUALSCREEN_MODE = 1 + +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 + +HSM_SCREEN_VIGNETTE_ON = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/README.md b/bezel/Mega_Bezel/README.md index 4c74b7a..f2bcb1f 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 V1.0.005_2022-08-24_Rev-1** +**Version V1.0.007_2022-08-29_Rev-1** ---------------------------------------- ---------------------------------------- @@ -532,13 +532,6 @@ Cropping removes parts of the game image at the edges of the screen which were n - **Black Threshold for 'CROP BLACK ONLY'** - The brightness threshold of the black area to be cropped ------------------------------------------------------------------------------------------------ -**[ --- SMOOTHING - SCALEFX - SMOOTH-ADV Presets Only ---- ]:** - -**ScaleFX ON** applies a shape smoothing on the core image and creates a higher resolution smoothed image - - After you turn this on you must increase **Core Res Sampling**, or **Downsample Blur** in the next section to see a difference - - ScaleFX only works well when the it's input is the native res from the core - To see the contour smoothing coming from **ScaleFX** either **Core Res Sampling**, or **Downsample Blur** must be increased from their default value. ----------------------------------------------------------------------------------------------- **[ SCANLINE DIRECTION ]:** @@ -1543,3 +1536,10 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Solid Black Fade Out Frames** - How many frames to fade out +----------------------------------------------------------------------------------------------- +**[ --- SMOOTHING - SCALEFX ---- ]:** + +**ScaleFX ON** applies a shape smoothing on the core image and creates a higher resolution smoothed image + - After you turn this on you must increase **Core Res Sampling**, or **Downsample Blur** in the next section to see a difference + - ScaleFX only works well when the it's input is the native res from the core + To see the contour smoothing coming from **ScaleFX** either **Core Res Sampling**, or **Downsample Blur** must be increased from their default value. diff --git a/bezel/Mega_Bezel/shaders/ShaderTodo.txt b/bezel/Mega_Bezel/shaders/ShaderTodo.txt index 7af1142..44acf6a 100644 --- a/bezel/Mega_Bezel/shaders/ShaderTodo.txt +++ b/bezel/Mega_Bezel/shaders/ShaderTodo.txt @@ -1,39 +1,17 @@ ![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png) -Mega Bezel is updated to V1.0.005_2022-08-24_Rev-1 +Mega Bezel is updated to V1.0.007_2022-08-29_Rev-1 Changes: - * Updated license date - * Renamed LOTS of shader files, Removed hsm on directories and base files - * No preset names have changed so you should notice no change - * Ambient Lighting - * Default ambient lighting has changed so that the first lighting image will affect everything but the background - * The background will be affected by the second ambient image - * The first image has changed to one with the lights closer to the middle and brighter - * This brightening up the monitor graphic and helps separate it from the background - * Added a mode to decide which images with these modes - * Use Both - * Only 1 - * Only 2 - * Swap the Images - * Changed Ambient Lighting Scale with viewport to be a scale inheritance mode - * It will now be able to follow the tube or the viewport scale - * Added a `Multiply Opacity by Diffuse Amount`, this helps adust the highlight when the diffuse image is turned on - * `HSM_TUBE_STATIC_REFLECTION_IMAGE_` parameters renamed to `HSM_TUBE_STATIC_` - * Added Position X and Y and Scale x - * Added Black Level for Static Image, helps to adjust how much how sharp the highlights are - * Added Optional Noise, good for getting rid of banding - * Updated Reflect-Only presets to use Glass as a base to use less resources - * Megatron updated to V3.4.1 - * Fixed CRT Multiply mode so it would now appear in the reflection - * Fixed Gameboy like presets where reflection - + * 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 ---------------------------------------------------- --- TODO --------------------------------------- ---------------------------------------------------- - * Leverage Fake Scanlines for Gameboy type effect + * Try Leveraging Fake Scanlines for Gameboy type effect * Megatron HDR Combination at end of chain * Fix Tube Diffuse Shadow in 3D Curvature 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 9076e52..1d5123f 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 V1.0.004_2022-08-08_Rev-1 --- ]" 0 0 0.01 0.01 +#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_RESOLUTION_DEBUG_ON " Show Resolution Info" 0 0 1 1 float HSM_RESOLUTION_DEBUG_ON = global.HSM_RESOLUTION_DEBUG_ON; @@ -310,6 +310,9 @@ float HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = global.HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR #pragma parameter HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR " Shift Sampling Relative to Scanlines" 0 -100 100 5 float HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR / 100; +//--------------------------------------------------------------------------------------------------- +// SHARPEN +//--------------------------------------------------------------------------------------------------- #pragma parameter SHARPEN_TITLE "[ FAST SHARPEN - GUEST.R ]:" 0.00 0.0 2.00 0.05 #pragma parameter SHARPEN " Sharpen Strength" 0.00 0.0 4.00 0.10 #pragma parameter CONTR " Amount of Sharpening" 0.05 0.0 0.25 0.01 @@ -831,10 +834,10 @@ float HSM_AMBIENT1_MIRROR_HORZ = global.HSM_AMBIENT1_MIRROR_HORZ; #pragma parameter HSM_AMBIENT1_POS_INHERIT_MODE " Position Inheritance - OFF | ON" 1 0 1 1 float HSM_AMBIENT1_POS_INHERIT_MODE = global.HSM_AMBIENT1_POS_INHERIT_MODE; -#pragma parameter HSM_AMBIENT1_POSITION_X " Position X" 0 -1000 1000 1 +#pragma parameter HSM_AMBIENT1_POSITION_X " Position X" 0 -1500 1500 1 float HSM_AMBIENT1_POSITION_X = global.HSM_AMBIENT1_POSITION_X / -1000; -#pragma parameter HSM_AMBIENT1_POSITION_Y " Position Y" 0 -1000 1000 1 +#pragma parameter HSM_AMBIENT1_POSITION_Y " Position Y" 0 -1500 1500 1 float HSM_AMBIENT1_POSITION_Y = -1 * global.HSM_AMBIENT1_POSITION_Y / -1000; // Commented out because I don't think anyone is using this diff --git a/bezel/Mega_Bezel/shaders/base/text-resolution.inc b/bezel/Mega_Bezel/shaders/base/text-resolution.inc index 3eaea54..abc3ddb 100644 --- a/bezel/Mega_Bezel/shaders/base/text-resolution.inc +++ b/bezel/Mega_Bezel/shaders/base/text-resolution.inc @@ -410,7 +410,7 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 dereze col += GetChar(ch_per, uv); col += GetChar(ch_0, uv); col += GetChar(ch_0, uv); - col += GetChar(ch_5, uv); + col += GetChar(ch_7, uv); col += GetChar(ch_spc, uv); // Date @@ -423,7 +423,7 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 dereze col += GetChar(ch_8, uv); col += GetChar(ch_dsh, uv); col += GetChar(ch_2, uv); - col += GetChar(ch_4, uv); + col += GetChar(ch_9, uv); // Revision col += GetChar(ch_spc, uv); diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang b/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang index c3799e2..d152aa5 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang @@ -27,7 +27,7 @@ layout(push_constant) uniform Push float PR, PG, PB; } params; -#pragma parameter GDV_GDV_ADV_TITLE "[ --- GUEST-DrVenom Advanced --- ]:" 0.0 0.0 1.0 1.0 +#pragma parameter GDV_GDV_ADV_TITLE "[ --- GUEST ADVANCED --- ]:" 0.0 0.0 1.0 1.0 #pragma parameter bogus_afterglow "[ AFTERGLOW ]:" 0.0 0.0 1.0 1.0 #pragma parameter GDV_AFTERGLOW_THRESHOLD " Threshold ( Afterglow Appears Under Threshold )" 0.5 0.0 100 0.5 diff --git a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang index f9c8de5..3462648 100644 --- a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang +++ b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang @@ -44,9 +44,9 @@ layout(std140, set = 0, binding = 0) uniform UBO #include "include/parameters.h" -#define HCRT_HDR params.hcrt_hdr -#define HCRT_MAX_NITS params.hcrt_max_nits -#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits +#define HCRT_HDR 0 +#define HCRT_MAX_NITS 700 +#define HCRT_PAPER_WHITE_NITS 700 #define COMPAT_TEXTURE(c, d) texture(c, d) diff --git a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc index 5b01e70..2649576 100644 --- a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc +++ b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc @@ -90,11 +90,11 @@ layout(std140, set = 0, binding = 0) uniform UBO #include "include/parameters.h" -#define HCRT_HDR params.hcrt_hdr +#define HCRT_HDR 0 #define HCRT_OUTPUT_COLOUR_SPACE params.hcrt_colour_space -#define HCRT_MAX_NITS params.hcrt_max_nits -#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits -#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut +#define HCRT_MAX_NITS 700 +#define HCRT_PAPER_WHITE_NITS 700 +#define HCRT_EXPAND_GAMUT 0 #define HCRT_GAMMA_OUT params.hcrt_gamma_out #define HCRT_LCD_RESOLUTION params.hcrt_lcd_resolution diff --git a/bezel/Mega_Bezel/shaders/megatron/include/parameters.h b/bezel/Mega_Bezel/shaders/megatron/include/parameters.h index 6415ca2..b981017 100644 --- a/bezel/Mega_Bezel/shaders/megatron/include/parameters.h +++ b/bezel/Mega_Bezel/shaders/megatron/include/parameters.h @@ -2,39 +2,39 @@ -#pragma parameter hcrt_title "SONY MEGATRON COLOUR VIDEO MONITOR" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_title "[ --- SONY MEGATRON COLOUR VIDEO MONITOR --- ]" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_space0 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support0 "SDR mode: Turn up your TV's brightness as high as possible" 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support1 "HDR mode: Set the peak luminance to that of your TV." 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support2 "Then adjust paper white luminance until it looks right" 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support3 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support4 "Default white points for the different colour systems:" 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support5 "709: 6500K, PAL: 6500K, NTSC-U: 6500K, NTSC-J: 9300K" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support0 " If image is dark, try turning up your TV's brightness" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_support1 "HDR mode: Set the peak luminance to that of your TV." 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_support2 "Then adjust paper white luminance until it looks right" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_support3 " " 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support4 " Default white points for the different colour systems:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support5 " 709: 6500K, PAL: 6500K, NTSC-U: 6500K, NTSC-J: 9300K" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_space1 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_user_settings "YOUR DISPLAY'S SETTINGS:" 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_hdr " SDR | HDR" 1.0 0.0 1.0 1.0 -#pragma parameter hcrt_colour_space " SDR: Display's Colour Space: r709 | sRGB | DCI-P3" 1.0 0.0 2.0 1.0 -#pragma parameter hcrt_max_nits " HDR: Display's Peak Luminance" 700.0 0.0 10000.0 10.0 -#pragma parameter hcrt_paper_white_nits " HDR: Display's Paper White Luminance" 700.0 0.0 10000.0 10.0 -#pragma parameter hcrt_expand_gamut " HDR: Original/Vivid" 0.0 0.0 1.0 1.0 -#pragma parameter hcrt_lcd_resolution " Display's Resolution: 1080p | 4K | 8K" 1.0 0.0 2.0 1.0 -#pragma parameter hcrt_lcd_subpixel " Display's Subpixel Layout: RGB | RWBG (OLED) | BGR" 0.0 0.0 2.0 1.0 +#pragma parameter hcrt_user_settings "[ YOUR DISPLAY'S SETTINGS ]:" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_hdr " SDR | HDR" 1.0 0.0 1.0 1.0 +#pragma parameter hcrt_colour_space " Display's Colour Space: r709 | sRGB | DCI-P3" 1.0 0.0 2.0 1.0 +// #pragma parameter hcrt_max_nits " HDR: Display's Peak Luminance" 700.0 0.0 10000.0 10.0 +// #pragma parameter hcrt_paper_white_nits " HDR: Display's Paper White Luminance" 700.0 0.0 10000.0 10.0 +// #pragma parameter hcrt_expand_gamut " HDR: Original/Vivid" 0.0 0.0 1.0 1.0 +#pragma parameter hcrt_lcd_resolution " Display's Resolution: 1080p | 4K | 8K" 1.0 0.0 2.0 1.0 +#pragma parameter hcrt_lcd_subpixel " Display's Subpixel Layout: RGB | RWBG (OLED) | BGR" 0.0 0.0 2.0 1.0 #pragma parameter hcrt_space2 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_developer_settings "CRT SETTINGS:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_developer_settings "[ CRT SETTINGS ]:" 0.0 0.0 0.0001 0.0001 //#pragma parameter hcrt_crt_screen_type " Screen Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 3.0 1.0 -#pragma parameter hcrt_crt_screen_type " Screen Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0 -#pragma parameter hcrt_crt_resolution " Resolution: 300TVL | 600TVL | 800TVL | 1000TVL" 1.0 0.0 3.0 1.0 -#pragma parameter hcrt_colour_system " Colour System: r709 | PAL | NTSC-U | NTSC-J" 2.0 0.0 3.0 1.0 -#pragma parameter hcrt_white_temperature " White Temperature Offset (Kelvin)" 0.0 -5000.0 12000.0 100.0 -#pragma parameter hcrt_brightness " Brightness" 0.0 -1.0 1.0 0.01 -#pragma parameter hcrt_contrast " Contrast" 0.0 -1.0 1.0 0.01 -#pragma parameter hcrt_saturation " Saturation" 0.0 -1.0 1.0 0.01 -#pragma parameter hcrt_gamma_in " Gamma In" 2.22 1.22 3.22 0.01 -#pragma parameter hcrt_gamma_out " Gamma Out" 2.4 2.0 2.8 0.005 -#pragma parameter hcrt_pin_phase " Pin Phase" 0.00 -0.2 0.2 0.01 -#pragma parameter hcrt_pin_amp " Pin Amp" 0.00 -0.2 0.2 0.01 +#pragma parameter hcrt_crt_screen_type " Screen Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0 +#pragma parameter hcrt_crt_resolution " Resolution: 300TVL | 600TVL | 800TVL | 1000TVL" 1.0 0.0 3.0 1.0 +#pragma parameter hcrt_colour_system " Colour System: r709 | PAL | NTSC-U | NTSC-J" 2.0 0.0 3.0 1.0 +#pragma parameter hcrt_white_temperature " White Temperature Offset (Kelvin)" 0.0 -5000.0 12000.0 100.0 +#pragma parameter hcrt_brightness " Brightness" 0.0 -1.0 1.0 0.01 +#pragma parameter hcrt_contrast " Contrast" 0.0 -1.0 1.0 0.01 +#pragma parameter hcrt_saturation " Saturation" 0.0 -1.0 1.0 0.01 +#pragma parameter hcrt_gamma_in " Gamma In" 2.22 1.22 3.22 0.01 +#pragma parameter hcrt_gamma_out " Gamma Out" 2.4 2.0 2.8 0.005 +#pragma parameter hcrt_pin_phase " Pin Phase" 0.00 -0.2 0.2 0.01 +#pragma parameter hcrt_pin_amp " Pin Amp" 0.00 -0.2 0.2 0.01 #pragma parameter hcrt_space3 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_developer_settings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_developer_settings0 "[ VERTICAL SETTINGS ]:" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_v_size " Vertical Size" 1.00 0.8 1.2 0.01 #pragma parameter hcrt_v_cent " Vertical Center" 0.00 -200.0 200.0 1.0 #pragma parameter hcrt_red_vertical_convergence " Red Vertical Deconvergence" 0.00 -10.0 10.0 0.01 @@ -50,7 +50,7 @@ #pragma parameter hcrt_blue_scanline_max " Blue Scanline Max" 1.00 0.0 2.0 0.01 #pragma parameter hcrt_blue_scanline_attack " Blue Scanline Attack" 0.20 0.0 1.0 0.01 #pragma parameter hcrt_space4 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_developer_settings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_developer_settings1 "[ HORIZONTAL SETTINGS ]:" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_h_size " Horizontal Size" 1.00 0.8 1.2 0.01 #pragma parameter hcrt_h_cent " Horizontal Center" 0.00 -200.0 200.0 1.0 #pragma parameter hcrt_red_horizontal_convergence " Red Horizontal Deconvergence" 0.00 -10.0 10.0 0.01