Mega Bezel Update to V1.0.007_2022-08-29_Rev-1

This commit is contained in:
HyperspaceMadness 2022-08-29 22:10:07 -04:00
parent 768d42e71c
commit 54b358dbb2
52 changed files with 3371 additions and 79 deletions

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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

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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

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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

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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

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@ -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

View file

@ -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

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@ -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

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@ -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

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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

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@ -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

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@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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.

View file

@ -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

View file

@ -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

View file

@ -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);

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@ -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

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@ -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)

View file

@ -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

View file

@ -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