diff --git a/bezel/koko-aio/FXAA-bloom.slangp b/bezel/koko-aio/Presets-4.1/FXAA-bloom.slangp
similarity index 76%
rename from bezel/koko-aio/FXAA-bloom.slangp
rename to bezel/koko-aio/Presets-4.1/FXAA-bloom.slangp
index 71e3451..813c97a 100644
--- a/bezel/koko-aio/FXAA-bloom.slangp
+++ b/bezel/koko-aio/Presets-4.1/FXAA-bloom.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,10 +187,9 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.200000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -201,57 +200,46 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
-IN_GLOW_BIAS = "0.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.800000"
-DARKLINES_PERIOD = "4.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.018000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/clean-scanlines-classic_take.slangp b/bezel/koko-aio/Presets-4.1/clean-scanlines-classic_take.slangp
similarity index 78%
rename from bezel/koko-aio/clean-scanlines-classic_take.slangp
rename to bezel/koko-aio/Presets-4.1/clean-scanlines-classic_take.slangp
index 9f72d47..4c6327c 100644
--- a/bezel/koko-aio/clean-scanlines-classic_take.slangp
+++ b/bezel/koko-aio/Presets-4.1/clean-scanlines-classic_take.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,7 +187,9 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "0.850000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.480000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
@@ -195,62 +197,51 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "0.850000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "1.200000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "7.000000"
-IN_GLOW_BIAS = "0.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_MAX = "0.800000"
-SCANLINE_MINMAX_GAMMA = "0.700000"
+DO_PIXELGRID = "1.000000"
+DO_PIXELGRID_W = "0.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.400000"
-HALO_W = "3.000001"
-HALO_H = "3.000001"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.350000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.215000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-BASE.slangp b/bezel/koko-aio/Presets-4.1/monitor-BASE.slangp
similarity index 76%
rename from bezel/koko-aio/monitor-BASE.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-BASE.slangp
index 5936a89..85e1d43 100644
--- a/bezel/koko-aio/monitor-BASE.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-BASE.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,68 +187,58 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_DARK = "0.050000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.215000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-Night-wider.slangp b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-Night-wider.slangp
new file mode 100644
index 0000000..e8eba7b
--- /dev/null
+++ b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-Night-wider.slangp
@@ -0,0 +1,275 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.300000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.560000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.170000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.450000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.391000"
+BEZEL_FRAME_ZOOM = "-0.140000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
+BEZEL_CON = "2.180000"
+BEZEL_REFL_STRENGTH = "2.000000"
+BEZEL_DIFFUSION_STR = "0.720000"
+BEZEL_CORNER_DARK = "0.400000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OVER = "1.000000"
+BG_IMAGE_OFFX = "0.001000"
+BG_IMAGE_OFFY = "0.001000"
+BG_IMAGE_ZOOM = "1.110503"
+BG_IMAGE_NIGHTIFY = "0.800000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.240000"
+AMBI_POWER = "0.700001"
+AMBI_STRETCH = "0.070000"
+AMBI_GAMMA = "2.000000"
+AMBI_OVER_BEZEL = "2.049999"
+AMBI_OVER_BEZEL_SIZE = "0.223000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "0.800000"
+S_SIZE = "0.640000"
+S_POWER = "0.250000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "-0.001000"
+GLOBAL_OFFY = "0.006000"
+GLOBAL_ZOOM = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-Commodore_1084S-Night.slangp b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-Night.slangp
similarity index 73%
rename from bezel/koko-aio/monitor-Commodore_1084S-Night.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-Night.slangp
index 0330b83..e03b3f7 100644
--- a/bezel/koko-aio/monitor-Commodore_1084S-Night.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-Night.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,85 +187,85 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.300000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.560000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.600000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.300000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "60.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.170000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
-HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_POWER = "0.450000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.522000"
BEZEL_FRAME_ZOOM = "-0.247000"
-BEZEL_R = "0.030000"
-BEZEL_G = "0.015000"
-BEZEL_B = "0.005000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
BEZEL_CON = "2.180000"
-BEZEL_REFL_STRENGTH = "0.640000"
-BEZEL_DIFFUSION_STR = "0.500000"
+BEZEL_REFL_STRENGTH = "2.000000"
+BEZEL_DIFFUSION_STR = "0.720000"
BEZEL_CORNER_DARK = "0.400000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
-BG_IMAGE_ZOOM = "0.998000"
+BG_IMAGE_OFFX = "0.000500"
+BG_IMAGE_OFFY = "0.005500"
+BG_IMAGE_ZOOM = "1.015999"
BG_IMAGE_NIGHTIFY = "0.800000"
AMBI_STEPS = "5.000000"
-AMBI_FALLOFF = "0.300000"
-AMBI_POWER = "7.000000"
-AMBI_OVER_BEZEL = "0.000000"
-AMBI_OVER_BEZEL_SIZE = "0.180000"
+AMBI_FALLOFF = "0.240000"
+AMBI_POWER = "0.700001"
+AMBI_STRETCH = "0.070000"
+AMBI_GAMMA = "2.000000"
+AMBI_OVER_BEZEL = "2.049999"
+AMBI_OVER_BEZEL_SIZE = "0.223000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_BG_IMAGE_FORCE = "1.000000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.000000"
-V_POWER = "1.050000"
-DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
+V_SIZE = "0.800000"
S_SIZE = "0.640000"
S_POWER = "0.250000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-Commodore_1084S-wider.slangp b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-wider.slangp
similarity index 75%
rename from bezel/koko-aio/monitor-Commodore_1084S-wider.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-wider.slangp
index 5a1ece5..a11d11a 100644
--- a/bezel/koko-aio/monitor-Commodore_1084S-wider.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S-wider.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,62 +187,62 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.300000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.560000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.600000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.300000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "60.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.170000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
-HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_POWER = "0.450000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.391000"
BEZEL_FRAME_ZOOM = "-0.140000"
-BEZEL_R = "0.030000"
-BEZEL_G = "0.015000"
-BEZEL_B = "0.005000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
BEZEL_CON = "2.180000"
BEZEL_REFL_STRENGTH = "0.200000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
-BG_IMAGE_ZOOM = "1.091004"
+BG_IMAGE_OFFX = "0.001000"
+BG_IMAGE_OFFY = "0.001000"
+BG_IMAGE_ZOOM = "1.110503"
AMBI_STEPS = "5.000000"
-AMBI_FALLOFF = "0.500000"
+AMBI_FALLOFF = "0.300000"
AMBI_POWER = "0.700000"
AMBI_OVER_BEZEL = "0.000000"
AMBI_OVER_BEZEL_SIZE = "0.180000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.500000"
AMBI_BG_IMAGE_FORCE = "1.000000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.000000"
-V_POWER = "1.050000"
+V_SIZE = "0.800000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
S_SIZE = "0.640000"
S_POWER = "0.250000"
DO_GLOBAL_SHZO = "1.000000"
@@ -250,23 +250,23 @@ GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "0.006000"
GLOBAL_ZOOM = "1.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-Commodore_1084S.slangp b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S.slangp
similarity index 75%
rename from bezel/koko-aio/monitor-Commodore_1084S.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S.slangp
index 464dd18..3a28a77 100644
--- a/bezel/koko-aio/monitor-Commodore_1084S.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-Commodore_1084S.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,82 +187,82 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.300000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.560000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.600000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.300000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "60.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.170000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
-HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_POWER = "0.450000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.522000"
BEZEL_FRAME_ZOOM = "-0.247000"
-BEZEL_R = "0.030000"
-BEZEL_G = "0.015000"
-BEZEL_B = "0.005000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
BEZEL_CON = "2.180000"
BEZEL_REFL_STRENGTH = "0.200000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
-BG_IMAGE_ZOOM = "0.998000"
+BG_IMAGE_OFFX = "0.000500"
+BG_IMAGE_OFFY = "0.005500"
+BG_IMAGE_ZOOM = "1.015999"
AMBI_STEPS = "5.000000"
-AMBI_FALLOFF = "0.500000"
+AMBI_FALLOFF = "0.300000"
AMBI_POWER = "0.700000"
AMBI_OVER_BEZEL = "0.000000"
AMBI_OVER_BEZEL_SIZE = "0.180000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.500000"
AMBI_BG_IMAGE_FORCE = "1.000000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.000000"
-V_POWER = "1.050000"
+V_SIZE = "0.800000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
S_SIZE = "0.640000"
S_POWER = "0.250000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-bloom-bezel.slangp b/bezel/koko-aio/Presets-4.1/monitor-bloom-bezel.slangp
similarity index 77%
rename from bezel/koko-aio/monitor-bloom-bezel.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-bloom-bezel.slangp
index ed6a5fd..7074183 100644
--- a/bezel/koko-aio/monitor-bloom-bezel.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-bloom-bezel.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,7 +187,9 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
@@ -195,30 +197,24 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_MAX = "0.700000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.380000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.175000"
@@ -227,32 +223,27 @@ BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.600000"
-AMBI_POWER = "1.700000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-bloom-bezelwider.slangp b/bezel/koko-aio/Presets-4.1/monitor-bloom-bezelwider.slangp
similarity index 77%
rename from bezel/koko-aio/monitor-bloom-bezelwider.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-bloom-bezelwider.slangp
index 5707478..ea97d66 100644
--- a/bezel/koko-aio/monitor-bloom-bezelwider.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-bloom-bezelwider.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,7 +187,9 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
@@ -195,64 +197,52 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_MAX = "0.700000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.380000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.014000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-bloom.slangp b/bezel/koko-aio/Presets-4.1/monitor-bloom.slangp
similarity index 76%
rename from bezel/koko-aio/monitor-bloom.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-bloom.slangp
index e54c5f2..5979944 100644
--- a/bezel/koko-aio/monitor-bloom.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-bloom.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,69 +187,59 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_DARK = "0.050000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.215000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask-bloom-ShinyBezel.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-ShinyBezel.slangp
similarity index 78%
rename from bezel/koko-aio/monitor-slotmask-bloom-ShinyBezel.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-ShinyBezel.slangp
index e465d00..4865f05 100644
--- a/bezel/koko-aio/monitor-slotmask-bloom-ShinyBezel.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-ShinyBezel.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,39 +187,35 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.173000"
@@ -237,35 +233,33 @@ BEZEL_CORNER_DARK = "0.000000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_NIGHTIFY = "0.700000"
AMBI_STEPS = "5.000000"
-AMBI_FALLOFF = "0.380000"
+AMBI_FALLOFF = "0.280000"
AMBI_POWER = "7.000000"
AMBI_OVER_BEZEL = "1.700000"
AMBI_OVER_BEZEL_SIZE = "0.140000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_BG_IMAGE_FORCE = "0.500000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask-bloom-bezel-backimage.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezel-backimage.slangp
similarity index 77%
rename from bezel/koko-aio/monitor-slotmask-bloom-bezel-backimage.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezel-backimage.slangp
index df87e40..755606f 100644
--- a/bezel/koko-aio/monitor-slotmask-bloom-bezel-backimage.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezel-backimage.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,39 +187,35 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.173000"
@@ -230,32 +226,30 @@ BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
DO_BG_IMAGE = "1.000000"
AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.100000"
-AMBI_OVER_BEZEL = "0.200000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask-bloom-bezel.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezel.slangp
similarity index 77%
rename from bezel/koko-aio/monitor-slotmask-bloom-bezel.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezel.slangp
index cbb1ed4..0de6d16 100644
--- a/bezel/koko-aio/monitor-slotmask-bloom-bezel.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezel.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,39 +187,35 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.173000"
@@ -228,32 +224,27 @@ BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.600000"
-AMBI_POWER = "1.700000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask-bloom-bezelwider-classic_take.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezelwider-classic_take.slangp
similarity index 77%
rename from bezel/koko-aio/monitor-slotmask-bloom-bezelwider-classic_take.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezelwider-classic_take.slangp
index 9d4d5f2..82e5391 100644
--- a/bezel/koko-aio/monitor-slotmask-bloom-bezelwider-classic_take.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezelwider-classic_take.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,7 +187,9 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "1.700000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.525000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
@@ -195,63 +197,59 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.700000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "1.200000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "7.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_VOFFSET = "70.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.240000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.100000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.600000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask-bloom-bezelwider.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezelwider.slangp
similarity index 76%
rename from bezel/koko-aio/monitor-slotmask-bloom-bezelwider.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezelwider.slangp
index 4cf76b0..4d97cdd 100644
--- a/bezel/koko-aio/monitor-slotmask-bloom-bezelwider.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom-bezelwider.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,73 +187,64 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask-bloom.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom.slangp
similarity index 76%
rename from bezel/koko-aio/monitor-slotmask-bloom.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom.slangp
index 4b9b104..4d3110e 100644
--- a/bezel/koko-aio/monitor-slotmask-bloom.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask-bloom.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,70 +187,60 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.215000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/monitor-slotmask.slangp b/bezel/koko-aio/Presets-4.1/monitor-slotmask.slangp
similarity index 76%
rename from bezel/koko-aio/monitor-slotmask.slangp
rename to bezel/koko-aio/Presets-4.1/monitor-slotmask.slangp
index d9f172e..5206f89 100644
--- a/bezel/koko-aio/monitor-slotmask.slangp
+++ b/bezel/koko-aio/Presets-4.1/monitor-slotmask.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,69 +187,59 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
-GAMMA_OUT = "0.530000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.950000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.250000"
-SCANLINE_SM_TYPE = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.800000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.215000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-BASE.slangp b/bezel/koko-aio/Presets-4.1/tv-BASE.slangp
similarity index 77%
rename from bezel/koko-aio/tv-BASE.slangp
rename to bezel/koko-aio/Presets-4.1/tv-BASE.slangp
index d7c5349..d627f69 100644
--- a/bezel/koko-aio/tv-BASE.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-BASE.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -189,8 +189,8 @@ scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,60 +202,48 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
-BLOOM_MIX = "0.500000"
+HALO_VS_SCAN = "1.000000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
-GEOM_CORNER_SMOOTH = "200.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.160000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-NTSC-1-classic_take.slangp b/bezel/koko-aio/Presets-4.1/tv-NTSC-1-classic_take.slangp
similarity index 77%
rename from bezel/koko-aio/tv-NTSC-1-classic_take.slangp
rename to bezel/koko-aio/Presets-4.1/tv-NTSC-1-classic_take.slangp
index d686128..a089f7f 100644
--- a/bezel/koko-aio/tv-NTSC-1-classic_take.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-NTSC-1-classic_take.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,11 +187,13 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "1.500000"
+LUMINANCE = "0.100000"
BRIGHTNESS = "0.050000"
CONTRAST = "0.050000"
TEMPERATURE = "7000.000000"
-GAMMA_OUT = "0.560000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
DO_NTSC_ARTIFACTS = "1.000000"
DO_SAT_BLEED = "1.000000"
DO_SHIFT_RGB = "1.000000"
@@ -200,64 +202,58 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.500000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "2.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-DARKLINES_STRENGTH = "1.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_MAX = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+DO_PIXELGRID_H = "1.050000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.900000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.550000"
BLOOM_EYE_ADPT_SRT = "0.800000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-NTSC-1-selective-classic_take.slangp b/bezel/koko-aio/Presets-4.1/tv-NTSC-1-selective-classic_take.slangp
similarity index 75%
rename from bezel/koko-aio/tv-NTSC-1-selective-classic_take.slangp
rename to bezel/koko-aio/Presets-4.1/tv-NTSC-1-selective-classic_take.slangp
index 2e2d7ca..b539474 100644
--- a/bezel/koko-aio/tv-NTSC-1-selective-classic_take.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-NTSC-1-selective-classic_take.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,81 +187,81 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "1.500000"
+LUMINANCE = "0.100000"
BRIGHTNESS = "0.050000"
CONTRAST = "0.050000"
TEMPERATURE = "7000.000000"
-GAMMA_OUT = "0.560000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
DO_NTSC_ARTIFACTS = "1.000000"
NTSC_FILTER_WIDTH = "13.000000"
NTSC_FILTER_FC = "0.000000"
+NTSC_ARTF_TRSH = "0.000000"
+NTSC_ARTF_NOBLUR = "0.700000"
+NTSC_ARTF_NOBLEED = "0.700000"
DO_SAT_BLEED = "1.000000"
+SAT_BLEED_SIZE_LEFT = "2.000000"
+SAT_BLEED_SIZE_RIGHT = "2.000000"
+SAT_BLEED_FALLOFF = "1.450000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.500000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "1.000000"
-IN_GLOW_H = "2.000000"
-IN_GLOW_NTSC_ARTF_MULT = "1.000000"
-IN_GLOW_NTSC_ARTF_TRSH = "0.150000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-DARKLINES_STRENGTH = "1.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_MAX = "1.000000"
-SCANLINE_SM_VOFFSET = "70.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "0.350000"
+IN_GLOW_H = "1.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+DO_PIXELGRID_H = "1.050000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.900000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.550000"
BLOOM_EYE_ADPT_SRT = "0.800000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-NTSC-1-selective.slangp b/bezel/koko-aio/Presets-4.1/tv-NTSC-1-selective.slangp
similarity index 75%
rename from bezel/koko-aio/tv-NTSC-1-selective.slangp
rename to bezel/koko-aio/Presets-4.1/tv-NTSC-1-selective.slangp
index 61a44b8..46ea70a 100644
--- a/bezel/koko-aio/tv-NTSC-1-selective.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-NTSC-1-selective.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,80 +187,78 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "2.000000"
+LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.560000"
DO_NTSC_ARTIFACTS = "1.000000"
NTSC_FILTER_WIDTH = "13.000000"
NTSC_FILTER_FC = "0.000000"
+NTSC_ARTF_TRSH = "0.000000"
+NTSC_ARTF_NOBLUR = "0.700000"
+NTSC_ARTF_NOBLEED = "0.700000"
DO_SAT_BLEED = "1.000000"
+SAT_BLEED_SIZE_LEFT = "2.000000"
+SAT_BLEED_SIZE_RIGHT = "2.000000"
+SAT_BLEED_FALLOFF = "1.450000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "2.000000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_W = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "0.350000"
IN_GLOW_H = "1.000000"
-IN_GLOW_NTSC_ARTF_MULT = "1.000000"
-IN_GLOW_NTSC_ARTF_TRSH = "0.150000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_DARK = "0.100000"
-SCANLINE_SM_TYPE = "1.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.130000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
-HALO_VS_SCAN = "0.800000"
+HALO_VS_SCAN = "0.900000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.550000"
BLOOM_EYE_ADPT_SRT = "0.800000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-NTSC-1.slangp b/bezel/koko-aio/Presets-4.1/tv-NTSC-1.slangp
similarity index 77%
rename from bezel/koko-aio/tv-NTSC-1.slangp
rename to bezel/koko-aio/Presets-4.1/tv-NTSC-1.slangp
index f0276c4..47d4ff3 100644
--- a/bezel/koko-aio/tv-NTSC-1.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-NTSC-1.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,8 +187,10 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "2.000000"
+LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.560000"
DO_NTSC_ARTIFACTS = "1.000000"
DO_SAT_BLEED = "1.000000"
@@ -198,65 +200,57 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "2.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_DARK = "0.100000"
-SCANLINE_SM_TYPE = "1.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.130000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
-HALO_VS_SCAN = "0.800000"
+HALO_VS_SCAN = "0.900000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.550000"
BLOOM_EYE_ADPT_SRT = "0.800000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-NTSC-2.slangp b/bezel/koko-aio/Presets-4.1/tv-NTSC-2.slangp
similarity index 77%
rename from bezel/koko-aio/tv-NTSC-2.slangp
rename to bezel/koko-aio/Presets-4.1/tv-NTSC-2.slangp
index de0efca..1b5876a 100644
--- a/bezel/koko-aio/tv-NTSC-2.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-NTSC-2.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,8 +187,10 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.200000"
+IN_GLOW_POWER = "2.000000"
+LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.560000"
DO_NTSC_ARTIFACTS = "1.000000"
NTSC_PHASE_SHIFT = "1.000000"
@@ -199,65 +201,57 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "2.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MIN = "0.200000"
-SCANLINE_DARK = "0.100000"
-SCANLINE_SM_TYPE = "1.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.130000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.500000"
-HALO_H = "3.500000"
+HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.300000"
-HALO_VS_SCAN = "0.800000"
+HALO_VS_SCAN = "0.900000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.550000"
BLOOM_EYE_ADPT_SRT = "0.800000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.013000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-PAL-my-old.slangp b/bezel/koko-aio/Presets-4.1/tv-PAL-my-old.slangp
similarity index 77%
rename from bezel/koko-aio/tv-PAL-my-old.slangp
rename to bezel/koko-aio/Presets-4.1/tv-PAL-my-old.slangp
index 90085e9..80a9362 100644
--- a/bezel/koko-aio/tv-PAL-my-old.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-PAL-my-old.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,11 +187,12 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
-LUMINANCE = "0.100000"
+IN_GLOW_POWER = "1.300000"
BRIGHTNESS = "0.050000"
CONTRAST = "0.050000"
TEMPERATURE = "7500.000000"
-GAMMA_OUT = "0.560000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.530000"
SATURATION = "1.200000"
DO_RF_NOISE = "1.000000"
RF_NOISE_STRENGTH = "0.025000"
@@ -206,65 +207,53 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.650000"
-IN_GLOW_GAMMA = "2.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.700000"
-DARKLINES_PERIOD = "4.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.014000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-aperturegrille-bloom-bezel.slangp b/bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom-bezel.slangp
similarity index 77%
rename from bezel/koko-aio/tv-aperturegrille-bloom-bezel.slangp
rename to bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom-bezel.slangp
index 2dfc023..5561ccb 100644
--- a/bezel/koko-aio/tv-aperturegrille-bloom-bezel.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom-bezel.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,10 +187,11 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.100000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,62 +203,52 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.100000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "1.000000"
-DARKLINES_VOFFSET = "0.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.175000"
BEZEL_FRAME_ZOOM = "0.040000"
-AMBI_FALLOFF = "0.600000"
-AMBI_POWER = "1.700000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-aperturegrille-bloom-bezelwider.slangp b/bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom-bezelwider.slangp
similarity index 77%
rename from bezel/koko-aio/tv-aperturegrille-bloom-bezelwider.slangp
rename to bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom-bezelwider.slangp
index 48a0c65..159ad04 100644
--- a/bezel/koko-aio/tv-aperturegrille-bloom-bezelwider.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom-bezelwider.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,10 +187,11 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.100000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,62 +203,52 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.100000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "1.000000"
-DARKLINES_VOFFSET = "0.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.011000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-aperturegrille-bloom.slangp b/bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom.slangp
similarity index 77%
rename from bezel/koko-aio/tv-aperturegrille-bloom.slangp
rename to bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom.slangp
index 5882775..fa7ca67 100644
--- a/bezel/koko-aio/tv-aperturegrille-bloom.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-aperturegrille-bloom.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,10 +187,11 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.100000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,63 +203,52 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.100000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "1.000000"
-DARKLINES_VOFFSET = "0.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
-GEOM_CORNER_SMOOTH = "200.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.160000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-aperturegrille.slangp b/bezel/koko-aio/Presets-4.1/tv-aperturegrille.slangp
similarity index 77%
rename from bezel/koko-aio/tv-aperturegrille.slangp
rename to bezel/koko-aio/Presets-4.1/tv-aperturegrille.slangp
index ce0bf0d..03b3f3c 100644
--- a/bezel/koko-aio/tv-aperturegrille.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-aperturegrille.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,10 +187,11 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.100000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,62 +203,51 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.100000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "1.000000"
-DARKLINES_VOFFSET = "0.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
-BLOOM_MIX = "0.500000"
+HALO_VS_SCAN = "1.000000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
-GEOM_CORNER_SMOOTH = "200.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.160000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-flickering.slangp b/bezel/koko-aio/Presets-4.1/tv-flickering.slangp
similarity index 78%
rename from bezel/koko-aio/tv-flickering.slangp
rename to bezel/koko-aio/Presets-4.1/tv-flickering.slangp
index 6a7468e..dad9ad7 100644
--- a/bezel/koko-aio/tv-flickering.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-flickering.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -187,8 +187,10 @@ scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.600000"
LUMINANCE = "0.100000"
TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.560000"
DO_FXAA = "1.000000"
RF_NOISE_STRENGTH = "0.025000"
@@ -202,30 +204,25 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_POWER = "1.600000"
-IN_GLOW_GAMMA = "2.000000"
-IN_GLOW_SPREAD = "1.600000"
-IN_GLOW_W = "0.000000"
-IN_GLOW_H = "0.000000"
IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.700000"
-DARKLINES_PERIOD = "4.000000"
-DO_SCANLINES = "1.000000"
-SCANLINE_MAX = "1.000000"
-SCANLINE_DARK = "1.000000"
-SCANLINE_FLICKERING = "1.000000"
-SCANLINE_FLICKERING_POWER = "0.400000"
+IN_GLOW_SPREAD = "1.600000"
+IN_GLOW_W = "0.400000"
+IN_GLOW_H = "1.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_MODE = "1.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.400000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
@@ -236,33 +233,27 @@ BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
BEZEL_SPCL_STRENGTH = "0.950000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "6.000005"
-AMBI_OVER_BEZEL = "0.700000"
-AMBI_OVER_BEZEL_SIZE = "0.174000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-slotmask-bloom-bezel.slangp b/bezel/koko-aio/Presets-4.1/tv-slotmask-bloom-bezel.slangp
similarity index 77%
rename from bezel/koko-aio/tv-slotmask-bloom-bezel.slangp
rename to bezel/koko-aio/Presets-4.1/tv-slotmask-bloom-bezel.slangp
index 114b400..d8418e2 100644
--- a/bezel/koko-aio/tv-slotmask-bloom-bezel.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-slotmask-bloom-bezel.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -189,8 +189,8 @@ scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,61 +202,50 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.800000"
-DARKLINES_PERIOD = "4.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.175000"
BEZEL_FRAME_ZOOM = "0.040000"
-AMBI_FALLOFF = "0.600000"
-AMBI_POWER = "1.700000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-slotmask-bloom-bezelwider.slangp b/bezel/koko-aio/Presets-4.1/tv-slotmask-bloom-bezelwider.slangp
similarity index 77%
rename from bezel/koko-aio/tv-slotmask-bloom-bezelwider.slangp
rename to bezel/koko-aio/Presets-4.1/tv-slotmask-bloom-bezelwider.slangp
index e28e492..5e8e81a 100644
--- a/bezel/koko-aio/tv-slotmask-bloom-bezelwider.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-slotmask-bloom-bezelwider.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -189,8 +189,8 @@ scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,61 +202,50 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.800000"
-DARKLINES_PERIOD = "4.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
GEOM_CORNER_SMOOTH = "400.000000"
DO_BEZEL = "1.000000"
-BEZEL_INNER_ZOOM = "-0.018000"
+BEZEL_INNER_ZOOM = "-0.015000"
BEZEL_FRAME_ZOOM = "0.170000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "5.000000"
-AMBI_OVER_BEZEL = "0.200000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
+V_SIZE = "1.080000"
DO_SPOT = "1.000000"
-S_POSITION = "194.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-slotmask-bloom.slangp b/bezel/koko-aio/Presets-4.1/tv-slotmask-bloom.slangp
similarity index 77%
rename from bezel/koko-aio/tv-slotmask-bloom.slangp
rename to bezel/koko-aio/Presets-4.1/tv-slotmask-bloom.slangp
index e5bb3f1..de4e035 100644
--- a/bezel/koko-aio/tv-slotmask-bloom.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-slotmask-bloom.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -189,8 +189,8 @@ scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,62 +202,50 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.800000"
-DARKLINES_PERIOD = "4.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
-BLOOM_MIX = "0.500000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
-GEOM_CORNER_SMOOTH = "200.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.160000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/tv-slotmask.slangp b/bezel/koko-aio/Presets-4.1/tv-slotmask.slangp
similarity index 77%
rename from bezel/koko-aio/tv-slotmask.slangp
rename to bezel/koko-aio/Presets-4.1/tv-slotmask.slangp
index 0fbc987..3bd25e1 100644
--- a/bezel/koko-aio/tv-slotmask.slangp
+++ b/bezel/koko-aio/Presets-4.1/tv-slotmask.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -189,8 +189,8 @@ scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.100000"
TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
-SATURATION = "1.050000"
DO_FXAA = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
@@ -202,61 +202,49 @@ SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
+IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
-IN_GLOW_BIAS = "0.000000"
-DO_VMASK_AND_DARKLINES = "1.000000"
-RGB_MASK_STRENGTH = "1.000000"
-VMASK_USE_GM = "1.000000"
-VMASK_GAP = "1.000000"
-DARKLINES_STRENGTH = "0.800000"
-DARKLINES_PERIOD = "4.000000"
-SCANLINE_DARK = "0.700000"
-SCANLINES_BLEEDING = "1.000000"
-SCANLINE_FLICKERING = "0.000000"
-SCANLINE_FLICKERING_POWER = "0.170000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
-HALO_W = "3.000000"
-HALO_H = "3.000000"
+HALO_SHARPNESS = "6.000000"
HALO_GAMMA = "1.400000"
-BLOOM_MIX = "0.500000"
+HALO_VS_SCAN = "1.000000"
+BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
-GEOM_WARP_X = "0.420000"
-GEOM_WARP_Y = "0.470000"
-GEOM_CORNER_SIZE = "0.010000"
-GEOM_CORNER_SMOOTH = "200.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
BEZEL_INNER_ZOOM = "-0.160000"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
-AMBI_FALLOFF = "0.400000"
-AMBI_POWER = "1.000000"
-AMBI_OVER_BEZEL = "0.200000"
-V_SIZE = "2.700000"
-V_POWER = "1.050000"
-S_POSITION = "194.000000"
+V_SIZE = "1.080000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Ambilight-immersive.slangp b/bezel/koko-aio/Presets-ng/Monitor-Ambilight-immersive.slangp
new file mode 100644
index 0000000..bb84fc5
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Ambilight-immersive.slangp
@@ -0,0 +1,286 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7500.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.430000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MAX_W = "0.400000"
+PIXELGRID_GAMMA_W = "1.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_OFFSET_CORE = "0.120000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500000"
+HALO_VS_SCAN = "0.700000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.391000"
+BEZEL_FRAME_ZOOM = "-0.140000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
+BEZEL_CON = "2.180000"
+BEZEL_REFL_STRENGTH = "1.500000"
+BEZEL_DIFFUSION_STR = "0.500000"
+BEZEL_CORNER_DARK = "0.400000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OVER = "1.000000"
+BG_IMAGE_OFFX = "0.001000"
+BG_IMAGE_OFFY = "0.001000"
+BG_IMAGE_ZOOM = "1.110503"
+BG_IMAGE_NIGHTIFY = "0.900000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.350000"
+AMBI_POWER = "1.000000"
+AMBI_INT_OFFSET = "-0.300000"
+AMBI_STRETCH = "0.800000"
+AMBI_OVER_BEZEL = "2.049999"
+AMBI_OVER_BEZEL_SIZE = "0.223000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.000000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "-0.001000"
+GLOBAL_OFFY = "0.006000"
+GLOBAL_ZOOM = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Balanced.slangp b/bezel/koko-aio/Presets-ng/Monitor-Balanced.slangp
new file mode 100644
index 0000000..0df075b
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Balanced.slangp
@@ -0,0 +1,263 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "8000.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.400000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.100000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MAX_W = "0.400001"
+PIXELGRID_GAMMA_W = "1.500006"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.199999"
+PIXELGRID_OFFSET_CORE = "0.120000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.400000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500009"
+HALO_GAMMA = "1.800000"
+HALO_GAMMA_OUT = "1.300000"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-FXAA_sharp-Core_SlotMask.slangp b/bezel/koko-aio/Presets-ng/Monitor-FXAA_sharp-Core_SlotMask.slangp
new file mode 100644
index 0000000..01370df
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-FXAA_sharp-Core_SlotMask.slangp
@@ -0,0 +1,269 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+LUMINANCE = "0.100000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+SATURATION = "1.080000"
+DO_FXAA = "1.000000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-1.000000"
+IN_GLOW_H = "-1.050000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.100000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_H_COUNT = "2.000000"
+PIXELGRID_MAX_W = "0.920000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.900000"
+PIXELGRID_GAMMA_H = "5.199997"
+PIXELGRID_OFFSET_CORE = "0.100000"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.890003"
+HALO_SHARPNESS = "5.999996"
+HALO_GAMMA = "1.300000"
+HALO_GAMMA_OUT = "2.000000"
+HALO_VS_SCAN = "0.300000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.050000"
+BLOOM_GAMMA = "4.000000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_POWER = "3.000000"
+BLOOM_EYE_ADPT_SRT = "0.000000"
+BLOOM_EYE_INERTIA = "750.000000"
+BLOOM_OVER_WHITE = "0.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-FXAA_sharp-aperturegrille.slangp b/bezel/koko-aio/Presets-ng/Monitor-FXAA_sharp-aperturegrille.slangp
new file mode 100644
index 0000000..27dacf0
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-FXAA_sharp-aperturegrille.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+LUMINANCE = "0.100000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+SATURATION = "1.080000"
+DO_FXAA = "1.000000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-1.000000"
+IN_GLOW_H = "-1.050000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_H_COUNT = "2.000000"
+PIXELGRID_MAX_W = "0.920000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.900000"
+PIXELGRID_GAMMA_H = "5.199997"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.890003"
+HALO_SHARPNESS = "5.999996"
+HALO_GAMMA = "1.300000"
+HALO_GAMMA_OUT = "2.000000"
+HALO_VS_SCAN = "0.300000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.050000"
+BLOOM_GAMMA = "4.000000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_POWER = "3.000000"
+BLOOM_EYE_ADPT_SRT = "0.000000"
+BLOOM_EYE_INERTIA = "750.000000"
+BLOOM_OVER_WHITE = "0.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-New_slotmask_gm.slangp b/bezel/koko-aio/Presets-ng/Monitor-New_slotmask_gm.slangp
new file mode 100644
index 0000000..f9aa729
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-New_slotmask_gm.slangp
@@ -0,0 +1,261 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.500000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.400000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.050000"
+PIXELGRID_MAX_W = "0.700000"
+PIXELGRID_GAMMA_W = "1.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_OFFSET_CORE = "0.050000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.600000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.100000"
+PIXELGRID_Y_MASK_SHIFT = "0.260000"
+PIXELGRID_Y_MASK_STEEP = "16.000000"
+PIXELGRID_Y_SPARK = "0.100000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500000"
+HALO_VS_SCAN = "0.700000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp
new file mode 100644
index 0000000..368699b
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp
@@ -0,0 +1,260 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000003"
+LUMINANCE = "0.050000"
+TEMPERATURE = "6900.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.400000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "-0.800001"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.300000"
+PIXELGRID_MIN_W = "0.220000"
+PIXELGRID_MAX_W = "0.390000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.600000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "8.000000"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.250000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.150000"
+HALO_SHARPNESS = "6.500002"
+HALO_GAMMA = "2.999998"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Aperturegrille.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Aperturegrille.slangp
new file mode 100644
index 0000000..5c54c90
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Aperturegrille.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "2.500000"
+LUMINANCE = "0.050000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "1.900000"
+GAMMA_OUT = "0.310000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "5.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.100000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "0.150000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "2.500000"
+HALO_GAMMA_OUT = "1.100000"
+HALO_VS_SCAN = "0.600000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp
new file mode 100644
index 0000000..35efcc0
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp
@@ -0,0 +1,261 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000003"
+LUMINANCE = "0.050000"
+TEMPERATURE = "6900.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "-0.800001"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.300000"
+PIXELGRID_MIN_W = "0.220000"
+PIXELGRID_MAX_W = "0.390000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.099999"
+PIXELGRID_OFFSET_CORE = "0.050000"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.250000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.100000"
+HALO_SHARPNESS = "6.500002"
+HALO_GAMMA = "2.999998"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask.slangp
new file mode 100644
index 0000000..77069b1
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask.slangp
@@ -0,0 +1,256 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.500000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.100000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.300000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.250000"
+HALO_SHARPNESS = "6.500000"
+HALO_VS_SCAN = "0.700000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask.slangp
new file mode 100644
index 0000000..398ee64
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "2.500000"
+LUMINANCE = "0.050000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "1.900000"
+GAMMA_OUT = "0.310000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "5.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.900000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.100000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "0.150000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "2.500000"
+HALO_GAMMA_OUT = "1.100000"
+HALO_VS_SCAN = "0.600000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp
new file mode 100644
index 0000000..ebbb150
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.100000"
+LUMINANCE = "0.050000"
+TEMPERATURE = "6900.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "-0.800001"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.160000"
+PIXELGRID_H_PRST = "7.000000"
+PIXELGRID_MIN_W = "0.220000"
+PIXELGRID_MAX_W = "0.390000"
+PIXELGRID_GAMMA_W = "2.200000"
+DO_PIXELGRID_H = "0.850000"
+PIXELGRID_MIN_H = "0.450000"
+PIXELGRID_MAX_H = "1.250000"
+PIXELGRID_GAMMA_H = "8.000000"
+PIXELGRID_OFFSET_CORE = "0.060000"
+PIXELGRID_NO_INTERBLEED_H = "3.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.500002"
+HALO_GAMMA = "2.999998"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_POWER = "1.700000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+BLOOM_OVER_WHITE = "0.250000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Wide-Aperturegrille.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Wide-Aperturegrille.slangp
new file mode 100644
index 0000000..e7a9d21
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Wide-Aperturegrille.slangp
@@ -0,0 +1,258 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.400000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.500000"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "1.000000"
+PIXELGRID_GAMMA_W = "5.200000"
+PIXELGRID_MUL_X = "1.375000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.250000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.300000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.400000"
+HALO_GAMMA_OUT = "1.200000"
+HALO_VS_SCAN = "0.500000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp
new file mode 100644
index 0000000..ed1004f
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp
@@ -0,0 +1,257 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.400000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.500000"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "1.000000"
+PIXELGRID_GAMMA_W = "5.200000"
+PIXELGRID_MUL_X = "1.375000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.250000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.300000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.400000"
+HALO_GAMMA_OUT = "1.200000"
+HALO_VS_SCAN = "0.500000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-for_1440pMin_HiNits.slangp b/bezel/koko-aio/Presets-ng/Monitor-for_1440pMin_HiNits.slangp
new file mode 100644
index 0000000..f43fc0c
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-for_1440pMin_HiNits.slangp
@@ -0,0 +1,255 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.000000"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "0.700000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.299999"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.460000"
+PIXELGRID_MUL_X = "0.875000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.700000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_Y_MASK = "0.750000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "30.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500000"
+HALO_VS_SCAN = "0.700000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Monitor-for_HiNits.slangp b/bezel/koko-aio/Presets-ng/Monitor-for_HiNits.slangp
new file mode 100644
index 0000000..74120e0
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Monitor-for_HiNits.slangp
@@ -0,0 +1,258 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "0.000003"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "0.700000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.299999"
+PIXELGRID_MIN_W = "0.200000"
+PIXELGRID_MAX_W = "0.350000"
+PIXELGRID_MUL_X = "2.000000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.500000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_INTR_FLICK_POWR = "0.460000"
+PIXELGRID_Y_MASK_HEIGHT = "0.625000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.670000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "0.250000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.000000"
+HALO_GAMMA = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.200000"
+BLOOM_GAMMA = "2.000000"
+BLOOM_POWER = "1.500000"
+BLOOM_OVER_WHITE = "0.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Tv-NTSC_Generic-FXAA_sharp-Selective.slangp b/bezel/koko-aio/Presets-ng/Tv-NTSC_Generic-FXAA_sharp-Selective.slangp
new file mode 100644
index 0000000..258463e
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Tv-NTSC_Generic-FXAA_sharp-Selective.slangp
@@ -0,0 +1,268 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.400000"
+LUMINANCE = "0.300000"
+TEMPERATURE = "7500.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_FXAA = "1.000000"
+DO_NTSC_ARTIFACTS = "1.000000"
+NTSC_MIX = "0.300000"
+NTSC_FILTER_WIDTH = "13.000000"
+NTSC_PHASE_SHIFT = "1.000000"
+NTSC_ARTF_TRSH = "0.150000"
+NTSC_ARTF_NOBLEED = "1.000000"
+NTSC_ARTF_ZAP = "0.500000"
+DO_SAT_BLEED = "1.000000"
+SAT_BLEED_SIZE_LEFT = "2.000000"
+SAT_BLEED_SIZE_RIGHT = "2.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.700000"
+IN_GLOW_H = "-0.700000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.100000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.100000"
+PIXELGRID_OFFSET_CORE = "0.120000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.350000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.110000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "7.000000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.900000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets-ng/Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp b/bezel/koko-aio/Presets-ng/Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp
new file mode 100644
index 0000000..80918f3
--- /dev/null
+++ b/bezel/koko-aio/Presets-ng/Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.400000"
+LUMINANCE = "0.300000"
+TEMPERATURE = "7500.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_FXAA = "1.000000"
+DO_NTSC_ARTIFACTS = "1.000000"
+NTSC_MIX = "0.300000"
+NTSC_ARTF_TRSH = "0.150000"
+NTSC_ARTF_NOBLUR = "1.500000"
+NTSC_ARTF_NOBLEED = "1.000000"
+NTSC_ARTF_ZAP = "0.500000"
+DO_SAT_BLEED = "1.000000"
+SAT_BLEED_SIZE_LEFT = "2.000000"
+SAT_BLEED_SIZE_RIGHT = "2.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "0.500000"
+IN_GLOW_H = "0.499991"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.100000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.100000"
+PIXELGRID_OFFSET_CORE = "0.120000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.350000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.110000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "7.000000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.900000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameGear-Overlay-Night.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameGear-Overlay-Night.slangp
new file mode 100644
index 0000000..1f9c380
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameGear-Overlay-Night.slangp
@@ -0,0 +1,260 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.400000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_MIN_W = "0.450000"
+PIXELGRID_MAX_W = "1.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "4.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.200000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_WARP_X = "0.000000"
+GEOM_WARP_Y = "0.000000"
+GEOM_CORNER_SIZE = "0.010000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OFFY = "-0.111000"
+BG_IMAGE_ZOOM = "1.200485"
+BG_IMAGE_NIGHTIFY = "0.900000"
+BG_IMAGE_WRAP_MODE = "1.000000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.100000"
+AMBI_STRETCH = "0.750000"
+AMBI_GAMMA = "2.999999"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.000000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.400000"
+V_POWER = "1.000001"
+ASPECT_X = "-1.000000"
+ASPECT_Y = "1.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_ASPECT = "1.330000"
+GAME_GEOM_VSHIFT = "-0.420000"
+GAME_GEOM_HSHIFT = "-0.110000"
+GAME_GEOM_ZOOM = "0.480000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gamegear.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameGear-Overlay.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameGear-Overlay.slangp
new file mode 100644
index 0000000..32086ad
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameGear-Overlay.slangp
@@ -0,0 +1,260 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.400000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_MIN_W = "0.450000"
+PIXELGRID_MAX_W = "1.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "4.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.200000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_WARP_X = "0.000000"
+GEOM_WARP_Y = "0.000000"
+GEOM_CORNER_SIZE = "0.010000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OFFY = "-0.111000"
+BG_IMAGE_ZOOM = "1.200485"
+BG_IMAGE_NIGHTIFY = "0.200000"
+BG_IMAGE_WRAP_MODE = "1.000000"
+AMBI_STEPS = "5.000000"
+AMBI_POWER = "2.000000"
+AMBI_STRETCH = "0.150000"
+AMBI_GAMMA = "2.000000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.000000"
+AMBI_BG_IMAGE_FORCE = "0.500000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.400000"
+V_POWER = "1.000001"
+ASPECT_X = "-1.000000"
+ASPECT_Y = "1.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_ASPECT = "1.330000"
+GAME_GEOM_VSHIFT = "-0.420000"
+GAME_GEOM_HSHIFT = "-0.110000"
+GAME_GEOM_ZOOM = "0.480000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gamegear.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyAdvance-Overlay-Night.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyAdvance-Overlay-Night.slangp
new file mode 100644
index 0000000..802398a
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyAdvance-Overlay-Night.slangp
@@ -0,0 +1,266 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_H_PRST = "0.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "1.000000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.000000"
+PIXELGRID_MIN_W = "0.550000"
+PIXELGRID_MAX_W = "0.900000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "4.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.500000"
+DOT_M_G_SHARP = "0.750000"
+DOT_M_MBLUR_STR = "0.000000"
+HALO_POWER = "0.380000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.000000"
+HALO_VS_SCAN = "0.010000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_WARP_X = "0.000000"
+GEOM_WARP_Y = "0.000000"
+GEOM_CORNER_SIZE = "0.010000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_NIGHTIFY = "0.900000"
+BG_IMAGE_WRAP_MODE = "1.000000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.300000"
+AMBI_STRETCH = "0.200000"
+AMBI_GAMMA = "2.999999"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.000000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.400000"
+V_POWER = "1.000001"
+ASPECT_X = "-1.000000"
+ASPECT_Y = "1.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_ASPECT = "1.550000"
+GAME_GEOM_VSHIFT = "-0.280000"
+GAME_GEOM_HSHIFT = "0.010000"
+GAME_GEOM_ZOOM = "0.500000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gba.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyAdvance-Overlay.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyAdvance-Overlay.slangp
new file mode 100644
index 0000000..c6ffbfe
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyAdvance-Overlay.slangp
@@ -0,0 +1,265 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_H_PRST = "0.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "1.000000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.000000"
+PIXELGRID_MIN_W = "0.550000"
+PIXELGRID_MAX_W = "0.900000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "4.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.500000"
+DOT_M_G_SHARP = "0.750000"
+DOT_M_MBLUR_STR = "0.000000"
+HALO_POWER = "0.380000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.000000"
+HALO_VS_SCAN = "0.010000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_WARP_X = "0.000000"
+GEOM_WARP_Y = "0.000000"
+GEOM_CORNER_SIZE = "0.010000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_WRAP_MODE = "1.000000"
+DO_AMBILIGHT = "0.000000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.300000"
+AMBI_POWER = "6.800010"
+AMBI_GAMMA = "2.000000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_BG_IMAGE_FORCE = "0.500000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.400000"
+V_POWER = "1.000001"
+ASPECT_X = "-1.000000"
+ASPECT_Y = "1.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_ASPECT = "1.550000"
+GAME_GEOM_VSHIFT = "-0.280000"
+GAME_GEOM_HSHIFT = "0.010000"
+GAME_GEOM_ZOOM = "0.500000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gba.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono-Overlay-Taller.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono-Overlay-Taller.slangp
new file mode 100644
index 0000000..ca017e7
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono-Overlay-Taller.slangp
@@ -0,0 +1,252 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+BRIGHTNESS = "0.030000"
+CONTRAST = "-0.250000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+COLOR_MONO_COLORIZE = "1.000000"
+COLOR_MONO_HUE1 = "0.180000"
+COLOR_MONO_HUE2 = "0.380000"
+SATURATION = "0.850000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "42.000000"
+SHIFT_G = "42.000000"
+SHIFT_B = "42.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.150000"
+DOT_M_G_BRT = "1.000000"
+DOT_M_MBLUR_MODE = "1.000000"
+DOT_M_SHADOW_STR = "0.750000"
+DOT_M_SHADOW_OFF = "1.000000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OFFY = "-0.115000"
+BG_IMAGE_ZOOM = "1.368502"
+BG_IMAGE_WRAP_MODE = "1.000000"
+DO_AMBILIGHT = "0.000000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.820000"
+DO_SPOT = "1.000000"
+S_POSITION = "123.000000"
+S_SIZE = "0.920000"
+S_POWER = "0.120000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "0.003000"
+GLOBAL_OFFY = "-0.008000"
+GLOBAL_ZOOM = "0.574004"
+ASPECT_X = "-5.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_VSHIFT = "-2.869998"
+GAME_GEOM_ZOOM = "0.660000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gbm.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/overlays/gbm.jpg"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono-Overlay.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono-Overlay.slangp
new file mode 100644
index 0000000..9bc82de
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono-Overlay.slangp
@@ -0,0 +1,249 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+BRIGHTNESS = "0.030000"
+CONTRAST = "-0.250000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+COLOR_MONO_COLORIZE = "1.000000"
+COLOR_MONO_HUE1 = "0.180000"
+COLOR_MONO_HUE2 = "0.380000"
+SATURATION = "0.850000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "42.000000"
+SHIFT_G = "42.000000"
+SHIFT_B = "42.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.150000"
+DOT_M_G_BRT = "1.000000"
+DOT_M_MBLUR_MODE = "1.000000"
+DOT_M_SHADOW_STR = "0.750000"
+DOT_M_SHADOW_OFF = "1.000000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OFFY = "-0.425000"
+BG_IMAGE_ZOOM = "2.050000"
+BG_IMAGE_WRAP_MODE = "1.000000"
+DO_AMBILIGHT = "0.000000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.820000"
+DO_SPOT = "1.000000"
+S_POSITION = "123.000000"
+S_SIZE = "0.920000"
+S_POWER = "0.120000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "0.003000"
+GLOBAL_OFFY = "-0.008000"
+GLOBAL_ZOOM = "0.574004"
+ASPECT_X = "-5.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gbm.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/overlays/gbm.jpg"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/gameboy_mono_colorized.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono.slangp
similarity index 80%
rename from bezel/koko-aio/gameboy_mono_colorized.slangp
rename to bezel/koko-aio/Presets_Handhelds-ng/GameboyMono.slangp
index 43cd38b..eb905d1 100644
--- a/bezel/koko-aio/gameboy_mono_colorized.slangp
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyMono.slangp
@@ -1,5 +1,5 @@
shaders = "17"
-shader0 = "shaders/colortools_and_ntsc_pass.slang"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
-shader1 = "shaders/flick_and_noise.slang"
+shader1 = "../shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
@@ -21,7 +21,7 @@ scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
-shader2 = "shaders/fxaa.slang"
+shader2 = "../shaders-ng/fxaa.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
@@ -32,7 +32,7 @@ scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
-shader3 = "shaders/shift_and_bleed.slang"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
@@ -43,10 +43,10 @@ scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
-shader4 = "shaders/in_glow_x.slang"
+shader4 = "../shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
-mipmap_input4 = "false"
+mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
@@ -54,7 +54,7 @@ scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
-shader5 = "shaders/in_glow_y.slang"
+shader5 = "../shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
@@ -65,18 +65,18 @@ scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
-shader6 = "shaders/halo_x.slang"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
-alias6 = "halo_pass_x"
+alias6 = "halo_pre_gamma_pass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
-shader7 = "shaders/halo_y.slang"
+shader7 = "../shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
@@ -87,7 +87,7 @@ scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
-shader8 = "shaders/avglum_pass.slang"
+shader8 = "../shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
@@ -98,7 +98,7 @@ scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
-shader9 = "shaders/reflection_blur_pre.slang"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
@@ -109,10 +109,10 @@ scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
-shader10 = "shaders/reflection_blur.slang"
+shader10 = "../shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
-mipmap_input10 = "true"
+mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
@@ -120,7 +120,7 @@ scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
-shader11 = "shaders/bloom_pass_1.slang"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
@@ -131,7 +131,7 @@ scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
-shader12 = "shaders/bloom_pass_2.slang"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
@@ -142,7 +142,7 @@ scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
-shader13 = "shaders/bloom_pass_3.slang"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
@@ -153,7 +153,7 @@ scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
-shader14 = "shaders/bloom_pass_4.slang"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
@@ -164,7 +164,7 @@ scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
-shader15 = "shaders/ambi_temporal_pass.slang"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@@ -175,7 +175,7 @@ scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
-shader16 = "shaders/final_pass.slang"
+shader16 = "../shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
@@ -189,6 +189,7 @@ scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
BRIGHTNESS = "0.060000"
CONTRAST = "-0.270000"
+IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
COLOR_MONO_COLORIZE = "1.000000"
COLOR_MONO_HUE1 = "0.180000"
@@ -200,49 +201,42 @@ SHIFT_R = "42.000000"
SHIFT_G = "42.000000"
SHIFT_B = "42.000000"
DO_IN_GLOW = "1.000000"
-IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
DO_DOT_MATRIX = "1.000000"
-DOT_M_G_STR = "0.110000"
-DOT_M_G_TRESH = "0.120001"
-DOT_M_G_BRT = "0.849999"
-DOT_M_G_SHARP = "20.000000"
-DOT_M_RGB_STR = "0.000000"
+DOT_M_G_STR = "0.150000"
+DOT_M_G_BRT = "1.000000"
DOT_M_MBLUR_MODE = "1.000000"
DOT_M_SHADOW_STR = "0.750000"
DOT_M_SHADOW_OFF = "1.000000"
-AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
+AMBI_STRETCH = "0.300000"
DO_DYNZOOM = "0.000000"
DO_VIGNETTE = "1.000000"
-V_SIZE = "1.350001"
+V_SIZE = "1.000000"
V_POWER = "1.170000"
DO_SPOT = "1.000000"
S_POSITION = "195.000000"
S_SIZE = "1.000000"
-ASPECT_X = "1.000000"
-ASPECT_Y = "1.000000"
-DO_GAME_GEOM_OVERRIDE = "1.000000"
-GAME_GEOM_INT_SCALE = "2.000000"
+ASPECT_X = "-5.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
-monitor_body_curved = "textures/monitor_body_curved.png"
+monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
-monitor_body_straight = "textures/monitor_body_straight.png"
+monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
-bg_under = "textures/background_under.png"
+bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
-bg_under_mipmap = "true"
-bg_over = "textures/background_over.png"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
-bg_over_mipmap = "true"
-backdrop = "textures/boothill.jpg"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket-Overlay-Taller.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket-Overlay-Taller.slangp
new file mode 100644
index 0000000..d9f79e0
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket-Overlay-Taller.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
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+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
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+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
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+shader11 = "../shaders-ng/bloom_pass_1.slang"
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+alias11 = "bloom_pass_1"
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+scale_type_x11 = "source"
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+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
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+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+BRIGHTNESS = "-0.100000"
+CONTRAST = "-0.250000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+COLOR_MONO_COLORIZE = "1.000000"
+COLOR_MONO_HUE2 = "0.140000"
+COLOR_MONO_HUE_BIAS = "-0.580000"
+SATURATION = "0.240000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "42.000000"
+SHIFT_G = "42.000000"
+SHIFT_B = "42.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.150000"
+DOT_M_G_BRT = "1.000000"
+DOT_M_MBLUR_MODE = "1.000000"
+DOT_M_SHADOW_STR = "0.750000"
+DOT_M_SHADOW_OFF = "1.000000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OFFY = "-0.115000"
+BG_IMAGE_ZOOM = "1.368502"
+BG_IMAGE_WRAP_MODE = "1.000000"
+AMBI_POWER = "1.000000"
+AMBI_STRETCH = "0.300000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.000000"
+V_POWER = "1.170000"
+DO_SPOT = "1.000000"
+S_POSITION = "195.000000"
+S_SIZE = "1.000000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "0.002500"
+GLOBAL_OFFY = "-0.187999"
+GLOBAL_ZOOM = "0.461998"
+ASPECT_X = "-5.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gbp.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/overlays/gbp.jpg"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket-Overlay.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket-Overlay.slangp
new file mode 100644
index 0000000..ec2d511
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket-Overlay.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
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+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
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+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+BRIGHTNESS = "-0.100000"
+CONTRAST = "-0.250000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+COLOR_MONO_COLORIZE = "1.000000"
+COLOR_MONO_HUE2 = "0.140000"
+COLOR_MONO_HUE_BIAS = "-0.580000"
+SATURATION = "0.240000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "42.000000"
+SHIFT_G = "42.000000"
+SHIFT_B = "42.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.150000"
+DOT_M_G_BRT = "1.000000"
+DOT_M_MBLUR_MODE = "1.000000"
+DOT_M_SHADOW_STR = "0.750000"
+DOT_M_SHADOW_OFF = "1.000000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OFFY = "-0.425000"
+BG_IMAGE_ZOOM = "2.000000"
+BG_IMAGE_WRAP_MODE = "1.000000"
+AMBI_POWER = "1.000000"
+AMBI_STRETCH = "0.300000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.000000"
+V_POWER = "1.170000"
+DO_SPOT = "1.000000"
+S_POSITION = "195.000000"
+S_SIZE = "1.000000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "0.003000"
+GLOBAL_OFFY = "-0.017500"
+GLOBAL_ZOOM = "0.670505"
+ASPECT_X = "-5.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/overlays/gbp.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/overlays/gbp.jpg"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket.slangp b/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket.slangp
new file mode 100644
index 0000000..76cac39
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/GameboyPocket.slangp
@@ -0,0 +1,242 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+BRIGHTNESS = "-0.100000"
+CONTRAST = "-0.250000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+COLOR_MONO_COLORIZE = "1.000000"
+COLOR_MONO_HUE2 = "0.140000"
+COLOR_MONO_HUE_BIAS = "-0.580000"
+SATURATION = "0.240000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "42.000000"
+SHIFT_G = "42.000000"
+SHIFT_B = "42.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_DOT_MATRIX = "1.000000"
+DOT_M_G_STR = "0.150000"
+DOT_M_G_BRT = "1.000000"
+DOT_M_MBLUR_MODE = "1.000000"
+DOT_M_SHADOW_STR = "0.750000"
+DOT_M_SHADOW_OFF = "1.000000"
+AMBI_POWER = "1.000000"
+AMBI_STRETCH = "0.300000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.000000"
+V_POWER = "1.170000"
+DO_SPOT = "1.000000"
+S_POSITION = "195.000000"
+S_SIZE = "1.000000"
+ASPECT_X = "-5.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/Presets_Handhelds-ng/Generic-Handheld-RGB.slangp b/bezel/koko-aio/Presets_Handhelds-ng/Generic-Handheld-RGB.slangp
new file mode 100644
index 0000000..259b987
--- /dev/null
+++ b/bezel/koko-aio/Presets_Handhelds-ng/Generic-Handheld-RGB.slangp
@@ -0,0 +1,252 @@
+shaders = "17"
+shader0 = "../shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+IN_GLOW_GAMMA = "1.600000"
+GAMMA_OUT = "0.350000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_H_PRST = "0.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "1.000000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.000000"
+PIXELGRID_MIN_W = "0.150000"
+PIXELGRID_MAX_W = "0.800000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "4.000000"
+HALO_POWER = "0.380000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.000000"
+HALO_VS_SCAN = "0.010000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_WARP_X = "0.000000"
+GEOM_WARP_Y = "0.000000"
+GEOM_CORNER_SIZE = "0.010000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.200000"
+V_POWER = "1.000001"
+ASPECT_X = "-1.000000"
+ASPECT_Y = "1.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_INT_SCALE = "2.000000"
+GAME_GEOM_INT_SCALE_MAX = "5.000000"
+GAME_GEOM_OFF_FIX = "4.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "../textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "../textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "../textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "../textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "../textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/README.md b/bezel/koko-aio/README.md
deleted file mode 100644
index 1e5dc45..0000000
--- a/bezel/koko-aio/README.md
+++ /dev/null
@@ -1,64 +0,0 @@
-# Koko-aio
-
-Koko-aio shader is meant to be an all-in one crt shader.
-It can be configured with many parameters, so that can be
-scaled to run on even on modest gpus while still developed to
-run with heavier presets on at least Haswell+ iGpus.
-On that gpu, as in version 3.5, it reaches about 85fps with all features enabled
-When dealing with lowres content on 1920x1080 resolution.
-While it is not meant to simulate the internal behaviour of CRT displays,
-it aims to give users "visual" parameters to make their monitors look similar.
-Several presets are included.
-
-***Additional documentation:***
-* [See here](docs.md)
-
-***Additional artwork:***
-* https://github.com/kokoko3k/koko-aio-slang-presets-and-overlays
-
-***Actually, it provides emulation for:***
-* Scanlines
-* Screenlines
-* RGB phosphors
-* RGB deconvergence
-* NTSC/PAL CVBS color bleeding
-* NTSC color artifacting (early stage)
-* Aperture grille and slot mask.
-* Input signal glowing
-* Output signal glowing
-* Blooming
-* Gamma, contrast, saturation, luminance, color temperature adjustments
-* Black frame insertions through alternate blanking
-* Interlace flickering, forcing and emulation
-* Antialiasing
-* Curvature
-* Ambient lights
-* Vignette and Spotlight
-* Bezel (Thank you HyperspaceMadness for allowing me to rip his automagically generated bezel!)
- https://github.com/HyperspaceMadness/
-* Background images
-* Full screen glowing
-
-***External code by:***
-* Nvidia (FXAA)
-* EasyMode (curvature related code)
-
-# Examples
-
-***monitor-slotmask-bloom-bezelwider - Arcade - Final fight***
-![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/monitor-slotmask-bloom-bezelwider.mame.ffight.png?raw=true)
-
-***monitor-Commodore_1084S-wider - Amiga - ProjectX SE***
-![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/monitor-Commodore_1084S-wider.puae.projectx.png?raw=true)
-
-***tv-PAL-my-old - Master System - Trans Bot***
-![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-PAL-my-old,mastersystem.transbot.png?raw=true)
-
-***tv-NTSC-1 - Genesis - Sonic 2***
-![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-NTSC-1.md.sonic2.png?raw=true)
-
-***tv-NTSC-2 - Snes - Aladdin***
-![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-NTSC-2.snes.aladdin.png?raw=true)
-
-***tv-aperturegrille-bloom-bezel - Amiga - Leander***
-![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-aperturegrille-bloom-bezel.puae.leander.png?raw=true)
diff --git a/bezel/koko-aio/bak/Presets-4.1/FXAA-bloom.slangp b/bezel/koko-aio/bak/Presets-4.1/FXAA-bloom.slangp
new file mode 100644
index 0000000..19ddbf3
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/FXAA-bloom.slangp
@@ -0,0 +1,245 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
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+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
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+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
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+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
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+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
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+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
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+scale_x12 = "0.500000"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
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+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
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+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
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+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
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+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
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+scale_y16 = "1.000000"
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+TEMPERATURE = "7000.000000"
+IN_GLOW_GAMMA = "2.200000"
+GAMMA_OUT = "0.500000"
+DO_FXAA = "1.000000"
+SAT_BLEED_PAL = "1.000000"
+SAT_BLEED_STRENGTH = "0.500000"
+SAT_BLEED_SIZE_LEFT = "3.000000"
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+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
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+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+PIXELGRID_H_PRST = "2.000000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
+HALO_POWER = "0.990000"
+HALO_SHARPNESS = "6.000000"
+HALO_GAMMA = "1.400000"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.250000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.015000"
+BEZEL_FRAME_ZOOM = "0.170000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/clean-scanlines-classic_take.slangp b/bezel/koko-aio/bak/Presets-4.1/clean-scanlines-classic_take.slangp
new file mode 100644
index 0000000..1503b3a
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/clean-scanlines-classic_take.slangp
@@ -0,0 +1,247 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
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+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
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+scale_type_x5 = "source"
+scale_x5 = "1.000000"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
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+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
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+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
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+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
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+alias9 = "reflected_blurred_pass_pre"
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+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
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+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
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+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
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+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
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+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
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+IN_GLOW_POWER = "0.850000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.480000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.200000"
+IN_GLOW_W = "1.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+DO_PIXELGRID_W = "0.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.000000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.350000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+BEZEL_INNER_ZOOM = "-0.215000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-BASE.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-BASE.slangp
new file mode 100644
index 0000000..2b5c65a
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-BASE.slangp
@@ -0,0 +1,244 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
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+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
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+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
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+scale_type_x5 = "source"
+scale_x5 = "1.000000"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
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+scale_y6 = "1.000000"
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+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
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+DO_IN_GLOW = "1.000000"
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+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
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+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
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+BLOOM_MIX = "0.500000"
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+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-Night-wider.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-Night-wider.slangp
new file mode 100644
index 0000000..b81a2ac
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-Night-wider.slangp
@@ -0,0 +1,275 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
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+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
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+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
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+mipmap_input4 = "true"
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+filter_linear5 = "true"
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+scale_y8 = "0.500000"
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+filter_linear9 = "true"
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+filter_linear11 = "true"
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+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
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+scale_x12 = "0.500000"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
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+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
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+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
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+IN_GLOW_POWER = "1.300000"
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+IN_GLOW_GAMMA = "2.000000"
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+OFFSET_STRENGTH = "0.250000"
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+IN_GLOW_SPREAD = "2.000000"
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+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.170000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
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+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.391000"
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+BEZEL_R = "0.070000"
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+BEZEL_DIFFUSION_STR = "0.720000"
+BEZEL_CORNER_DARK = "0.400000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OVER = "1.000000"
+BG_IMAGE_OFFX = "0.001000"
+BG_IMAGE_OFFY = "0.001000"
+BG_IMAGE_ZOOM = "1.110503"
+BG_IMAGE_NIGHTIFY = "0.800000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.240000"
+AMBI_POWER = "0.700001"
+AMBI_STRETCH = "0.070000"
+AMBI_GAMMA = "2.000000"
+AMBI_OVER_BEZEL = "2.049999"
+AMBI_OVER_BEZEL_SIZE = "0.223000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_VIGNETTE = "1.000000"
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+S_SIZE = "0.640000"
+S_POWER = "0.250000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "-0.001000"
+GLOBAL_OFFY = "0.006000"
+GLOBAL_ZOOM = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-Night.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-Night.slangp
new file mode 100644
index 0000000..9d195ef
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-Night.slangp
@@ -0,0 +1,271 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
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+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
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+monitor_body_curved_linear = "true"
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+monitor_body_curved_mipmap = "true"
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+monitor_body_straight_mipmap = "true"
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diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-wider.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-wider.slangp
new file mode 100644
index 0000000..e4723e8
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S-wider.slangp
@@ -0,0 +1,272 @@
+shaders = "17"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S.slangp
new file mode 100644
index 0000000..7f26a20
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-Commodore_1084S.slangp
@@ -0,0 +1,268 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
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+srgb_framebuffer1 = "false"
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+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
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+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
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+filter_linear9 = "true"
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+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
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+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
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+mipmap_input11 = "false"
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+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
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+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
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+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
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+scale_type_x14 = "source"
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+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
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+scale_type_x15 = "viewport"
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+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
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+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
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+DO_BLOOM = "1.000000"
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+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.522000"
+BEZEL_FRAME_ZOOM = "-0.247000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
+BEZEL_CON = "2.180000"
+BEZEL_REFL_STRENGTH = "0.200000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OVER = "1.000000"
+BG_IMAGE_OFFX = "0.000500"
+BG_IMAGE_OFFY = "0.005500"
+BG_IMAGE_ZOOM = "1.015999"
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+AMBI_FALLOFF = "0.300000"
+AMBI_POWER = "0.700000"
+AMBI_OVER_BEZEL = "0.000000"
+AMBI_OVER_BEZEL_SIZE = "0.180000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.500000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "0.800000"
+DO_SPOT = "1.000000"
+S_SIZE = "0.640000"
+S_POWER = "0.250000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-bloom-bezel.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-bloom-bezel.slangp
new file mode 100644
index 0000000..e4f04b5
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-bloom-bezel.slangp
@@ -0,0 +1,249 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
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+scale_type_x2 = "source"
+scale_x2 = "1.000000"
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+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
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+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
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+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
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+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
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+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
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+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
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+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
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+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
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+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.380000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.175000"
+BEZEL_FRAME_ZOOM = "0.040000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-bloom-bezelwider.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-bloom-bezelwider.slangp
new file mode 100644
index 0000000..7e9bc84
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-bloom-bezelwider.slangp
@@ -0,0 +1,248 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.380000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.015000"
+BEZEL_FRAME_ZOOM = "0.170000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-bloom.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-bloom.slangp
new file mode 100644
index 0000000..ee85eb5
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-bloom.slangp
@@ -0,0 +1,245 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.430000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+BEZEL_INNER_ZOOM = "-0.215000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-ShinyBezel.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-ShinyBezel.slangp
new file mode 100644
index 0000000..babea2b
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-ShinyBezel.slangp
@@ -0,0 +1,265 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
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+scale_type_x2 = "source"
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+filter_linear3 = "true"
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+scale_y3 = "1.000000"
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+filter_linear4 = "true"
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+filter_linear11 = "true"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezel-backimage.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezel-backimage.slangp
new file mode 100644
index 0000000..cb1beef
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezel-backimage.slangp
@@ -0,0 +1,255 @@
+shaders = "17"
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+filter_linear0 = "false"
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+filter_linear14 = "true"
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+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezel.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezel.slangp
new file mode 100644
index 0000000..94ae5cf
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezel.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.430000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.173000"
+BEZEL_FRAME_ZOOM = "0.040000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezelwider-classic_take.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezelwider-classic_take.slangp
new file mode 100644
index 0000000..5a4e956
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezelwider-classic_take.slangp
@@ -0,0 +1,255 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
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+scale_type_x5 = "source"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
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+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
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+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
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+scale_type_x10 = "source"
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+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
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+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
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+scale_type_x13 = "source"
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+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
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+scale_type_x15 = "viewport"
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+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
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+mipmap_input16 = "false"
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+SHIFT_R = "-20.000000"
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+DO_IN_GLOW = "1.000000"
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+IN_GLOW_SPREAD = "1.200000"
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+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MIN_W = "0.500000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.240000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.100000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
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+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
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+HALO_POWER = "0.430000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.015000"
+BEZEL_FRAME_ZOOM = "0.170000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezelwider.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezelwider.slangp
new file mode 100644
index 0000000..d6e6932
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom-bezelwider.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.250000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.430000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.015000"
+BEZEL_FRAME_ZOOM = "0.170000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom.slangp
new file mode 100644
index 0000000..a161fb8
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask-bloom.slangp
@@ -0,0 +1,246 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
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+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
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+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
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+scale_type_x5 = "source"
+scale_x5 = "1.000000"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
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+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
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+scale_type_x8 = "source"
+scale_x8 = "0.500000"
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+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
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+scale_type_x9 = "source"
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+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
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+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
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+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
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+mipmap_input12 = "false"
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+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
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+scale_type_x13 = "source"
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+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
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+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
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+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
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+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.510000"
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+OFFSET_STRENGTH = "0.250000"
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+IN_GLOW_SPREAD = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.430000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
+HALO_VS_SCAN = "0.800000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
+BEZEL_INNER_ZOOM = "-0.215000"
+BEZEL_R = "-0.190000"
+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask.slangp b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask.slangp
new file mode 100644
index 0000000..afe5511
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/monitor-slotmask.slangp
@@ -0,0 +1,245 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
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+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
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+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
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+scale_type_x6 = "source"
+scale_x6 = "1.000000"
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+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
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+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
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+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
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+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
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+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
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+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
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+IN_GLOW_POWER = "1.825000"
+LUMINANCE = "0.100000"
+IN_GLOW_GAMMA = "2.000000"
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+SHIFT_R = "-20.000000"
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+IN_GLOW_SPREAD = "2.000000"
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+PIXELGRID_H_PRST = "2.000000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.500000"
+PIXELGRID_OFFSET_CORE = "0.210000"
+PIXELGRID_INTR_FLICK_POWR = "0.170000"
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+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
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+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.300000"
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+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SMOOTH = "400.000000"
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+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-BASE.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-BASE.slangp
new file mode 100644
index 0000000..b14e065
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-BASE.slangp
@@ -0,0 +1,249 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
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+scale_type_x0 = "source"
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+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
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+mipmap_input2 = "true"
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+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
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+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
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+filter_linear6 = "true"
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+filter_linear7 = "true"
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+scale_x8 = "0.500000"
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+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-classic_take.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-classic_take.slangp
new file mode 100644
index 0000000..1f0cd4b
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-classic_take.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
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+scale_y0 = "1.000000"
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+mipmap_input1 = "false"
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+scale_x1 = "2.000000"
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+scale_y1 = "2.000000"
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+scale_x8 = "0.500000"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
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+monitor_body_curved_linear = "true"
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+monitor_body_curved_mipmap = "true"
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+monitor_body_straight_wrap_mode = "clamp_to_edge"
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+bg_under_linear = "true"
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+bg_over_linear = "true"
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+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
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diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-selective-classic_take.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-selective-classic_take.slangp
new file mode 100644
index 0000000..872d30d
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-selective-classic_take.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
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+PIXELGRID_MAX_W = "0.500000"
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+PIXELGRID_MAX_H = "1.000000"
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+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-selective.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-selective.slangp
new file mode 100644
index 0000000..f4cb937
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1-selective.slangp
@@ -0,0 +1,264 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
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+wrap_mode0 = "mirrored_repeat"
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+scale_y0 = "1.000000"
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+wrap_mode1 = "mirrored_repeat"
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+scale_x1 = "2.000000"
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+scale_y1 = "2.000000"
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+scale_y3 = "1.000000"
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+filter_linear4 = "true"
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+mipmap_input4 = "true"
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+scale_y4 = "1.000000"
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+scale_x8 = "0.500000"
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+scale_type_x12 = "source"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1.slangp
new file mode 100644
index 0000000..9cbf95f
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1.slangp
@@ -0,0 +1,256 @@
+shaders = "17"
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+mipmap_input0 = "false"
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+monitor_body_straight_wrap_mode = "clamp_to_edge"
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diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-2.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-2.slangp
new file mode 100644
index 0000000..d3b35f0
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-2.slangp
@@ -0,0 +1,257 @@
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+monitor_body_curved_linear = "true"
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+monitor_body_curved_mipmap = "true"
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diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-PAL-my-old.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-PAL-my-old.slangp
new file mode 100644
index 0000000..c5d654d
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-PAL-my-old.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
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+scale_type_x15 = "viewport"
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+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
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+filter_linear16 = "true"
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+mipmap_input16 = "false"
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+PIXELGRID_Y_MASK = "0.700000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "8.000000"
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+HALO_SHARPNESS = "6.000000"
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+BEZEL_CON = "2.180000"
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+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom-bezel.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom-bezel.slangp
new file mode 100644
index 0000000..61d1fc7
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom-bezel.slangp
@@ -0,0 +1,254 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
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+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_type_x0 = "source"
+scale_x0 = "1.000000"
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+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
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+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
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+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
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+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
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+filter_linear3 = "true"
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+scale_y3 = "1.000000"
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+scale_y4 = "1.000000"
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+scale_x8 = "0.500000"
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+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
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+scale_x12 = "0.500000"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
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+BEZEL_FRAME_ZOOM = "0.040000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom-bezelwider.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom-bezelwider.slangp
new file mode 100644
index 0000000..720ce35
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom-bezelwider.slangp
@@ -0,0 +1,254 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_type_x0 = "source"
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+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+scale_type_x1 = "source"
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+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
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+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
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+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
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+mipmap_input4 = "true"
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+filter_linear5 = "true"
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+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
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+filter_linear7 = "true"
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+filter_linear9 = "true"
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+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
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+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom.slangp
new file mode 100644
index 0000000..cec3b64
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille-bloom.slangp
@@ -0,0 +1,254 @@
+shaders = "17"
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+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
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+scale_y0 = "1.000000"
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+scale_x1 = "2.000000"
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+scale_y1 = "2.000000"
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+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille.slangp
new file mode 100644
index 0000000..2ebece0
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-aperturegrille.slangp
@@ -0,0 +1,253 @@
+shaders = "17"
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+filter_linear5 = "true"
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+filter_linear6 = "true"
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+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
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+scale_type_x13 = "source"
+scale_x13 = "1.000000"
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+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
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+mipmap_input14 = "false"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
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+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
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+DO_PIXELGRID_H = "0.000000"
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+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
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+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-flickering.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-flickering.slangp
new file mode 100644
index 0000000..d770067
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-flickering.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
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+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
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+wrap_mode3 = "mirrored_repeat"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
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+scale_y4 = "1.000000"
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+filter_linear5 = "true"
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+scale_y6 = "1.000000"
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+filter_linear7 = "true"
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+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
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+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
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+filter_linear14 = "true"
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+filter_linear16 = "true"
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+BEZEL_INNER_ZOOM = "-0.175000"
+BEZEL_FRAME_ZOOM = "0.040000"
+BEZEL_R = "-0.190000"
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+BEZEL_SPCL_STRENGTH = "0.950000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom-bezel.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom-bezel.slangp
new file mode 100644
index 0000000..76bd364
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom-bezel.slangp
@@ -0,0 +1,251 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
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+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
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+scale_type_x1 = "source"
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+scale_y1 = "2.000000"
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+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
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+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
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+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
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+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
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+filter_linear9 = "true"
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diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom-bezelwider.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom-bezelwider.slangp
new file mode 100644
index 0000000..c720135
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom-bezelwider.slangp
@@ -0,0 +1,251 @@
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diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom.slangp
new file mode 100644
index 0000000..ede0858
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask-bloom.slangp
@@ -0,0 +1,251 @@
+shaders = "17"
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+scale_x12 = "0.500000"
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+scale_y12 = "0.500000"
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+PIXELGRID_Y_MASK_STEEP = "8.000000"
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+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-4.1/tv-slotmask.slangp b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask.slangp
new file mode 100644
index 0000000..0f50ed3
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-4.1/tv-slotmask.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
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+wrap_mode0 = "mirrored_repeat"
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+scale_x0 = "1.000000"
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+scale_y0 = "1.000000"
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+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
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+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
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+BEZEL_G = "-0.190000"
+BEZEL_B = "-0.190000"
+BEZEL_CON = "2.180000"
+V_SIZE = "1.080000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Ambilight-immersive.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Ambilight-immersive.slangp
new file mode 100644
index 0000000..3d76f68
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Ambilight-immersive.slangp
@@ -0,0 +1,286 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
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+scale_type_x0 = "source"
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+filter_linear1 = "false"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
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+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
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+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
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+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
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+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
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+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7500.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.430000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MAX_W = "0.400000"
+PIXELGRID_GAMMA_W = "1.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_OFFSET_CORE = "0.120000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500000"
+HALO_VS_SCAN = "0.700000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.391000"
+BEZEL_FRAME_ZOOM = "-0.140000"
+BEZEL_R = "0.070000"
+BEZEL_G = "0.050000"
+BEZEL_B = "0.035000"
+BEZEL_CON = "2.180000"
+BEZEL_REFL_STRENGTH = "1.500000"
+BEZEL_DIFFUSION_STR = "0.500000"
+BEZEL_CORNER_DARK = "0.400000"
+DO_BG_IMAGE = "1.000000"
+BG_IMAGE_OVER = "1.000000"
+BG_IMAGE_OFFX = "0.001000"
+BG_IMAGE_OFFY = "0.001000"
+BG_IMAGE_ZOOM = "1.110503"
+BG_IMAGE_NIGHTIFY = "0.900000"
+AMBI_STEPS = "5.000000"
+AMBI_FALLOFF = "0.350000"
+AMBI_POWER = "1.000000"
+AMBI_INT_OFFSET = "-0.300000"
+AMBI_STRETCH = "0.800000"
+AMBI_OVER_BEZEL = "2.049999"
+AMBI_OVER_BEZEL_SIZE = "0.223000"
+AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
+AMBI_ADD_ON_BLACK = "0.000000"
+AMBI_BG_IMAGE_FORCE = "1.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+DO_GLOBAL_SHZO = "1.000000"
+GLOBAL_OFFX = "-0.001000"
+GLOBAL_OFFY = "0.006000"
+GLOBAL_ZOOM = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Balanced.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Balanced.slangp
new file mode 100644
index 0000000..c97a957
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Balanced.slangp
@@ -0,0 +1,263 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.300000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "8000.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.400000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.100000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_MAX_W = "0.400001"
+PIXELGRID_GAMMA_W = "1.500006"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "0.700000"
+PIXELGRID_GAMMA_H = "5.199999"
+PIXELGRID_OFFSET_CORE = "0.120000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.400000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500009"
+HALO_GAMMA = "1.800000"
+HALO_GAMMA_OUT = "1.300000"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-FXAA_sharp-Core_SlotMask.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-FXAA_sharp-Core_SlotMask.slangp
new file mode 100644
index 0000000..3118e6b
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-FXAA_sharp-Core_SlotMask.slangp
@@ -0,0 +1,269 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
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+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
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+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
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+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
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+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
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+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
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+scale_type_x12 = "source"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
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+scale_type_x13 = "source"
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+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
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+scale_x14 = "1.000000"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
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+scale_y16 = "1.000000"
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+LUMINANCE = "0.100000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+SATURATION = "1.080000"
+DO_FXAA = "1.000000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-1.000000"
+IN_GLOW_H = "-1.050000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.100000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_H_COUNT = "2.000000"
+PIXELGRID_MAX_W = "0.920000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.900000"
+PIXELGRID_GAMMA_H = "5.199997"
+PIXELGRID_OFFSET_CORE = "0.100000"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.890003"
+HALO_SHARPNESS = "5.999996"
+HALO_GAMMA = "1.300000"
+HALO_GAMMA_OUT = "2.000000"
+HALO_VS_SCAN = "0.300000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.050000"
+BLOOM_GAMMA = "4.000000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_POWER = "3.000000"
+BLOOM_EYE_ADPT_SRT = "0.000000"
+BLOOM_EYE_INERTIA = "750.000000"
+BLOOM_OVER_WHITE = "0.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-FXAA_sharp-aperturegrille.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-FXAA_sharp-aperturegrille.slangp
new file mode 100644
index 0000000..d56531f
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-FXAA_sharp-aperturegrille.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
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+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+LUMINANCE = "0.100000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+SATURATION = "1.080000"
+DO_FXAA = "1.000000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-1.000000"
+IN_GLOW_H = "-1.050000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_H_COUNT = "2.000000"
+PIXELGRID_MAX_W = "0.920000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.900000"
+PIXELGRID_GAMMA_H = "5.199997"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.150000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.890003"
+HALO_SHARPNESS = "5.999996"
+HALO_GAMMA = "1.300000"
+HALO_GAMMA_OUT = "2.000000"
+HALO_VS_SCAN = "0.300000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.050000"
+BLOOM_GAMMA = "4.000000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_POWER = "3.000000"
+BLOOM_EYE_ADPT_SRT = "0.000000"
+BLOOM_EYE_INERTIA = "750.000000"
+BLOOM_OVER_WHITE = "0.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-New_slotmask_gm.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-New_slotmask_gm.slangp
new file mode 100644
index 0000000..a3d6bee
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-New_slotmask_gm.slangp
@@ -0,0 +1,261 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
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+mipmap_input4 = "true"
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+scale_x12 = "0.500000"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
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+mipmap_input13 = "false"
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+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
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+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_OFFSET_CORE = "0.050000"
+PIXELGRID_DECON_R_H = "-0.600000"
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+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
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+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp
new file mode 100644
index 0000000..352eb11
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp
@@ -0,0 +1,260 @@
+shaders = "17"
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+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
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+filter_linear2 = "true"
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+mipmap_input2 = "true"
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+filter_linear3 = "true"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
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+mipmap_input4 = "true"
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+filter_linear5 = "true"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
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+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
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+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
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+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+scale_x8 = "0.500000"
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+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
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+filter_linear10 = "true"
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+filter_linear11 = "true"
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+filter_linear12 = "true"
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+scale_type_x12 = "source"
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+scale_y12 = "0.500000"
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+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
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+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
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+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
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+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
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+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
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+scale_type_x16 = "viewport"
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+IN_GLOW_POWER = "1.000003"
+LUMINANCE = "0.050000"
+TEMPERATURE = "6900.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.400000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
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+DO_IN_GLOW = "1.000000"
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+IN_GLOW_W = "-0.800001"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.300000"
+PIXELGRID_MIN_W = "0.220000"
+PIXELGRID_MAX_W = "0.390000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.600000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "8.000000"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.250000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.150000"
+HALO_SHARPNESS = "6.500002"
+HALO_GAMMA = "2.999998"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Aperturegrille.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Aperturegrille.slangp
new file mode 100644
index 0000000..21dbf38
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Aperturegrille.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "2.500000"
+LUMINANCE = "0.050000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "1.900000"
+GAMMA_OUT = "0.310000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "5.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.100000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "0.150000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "2.500000"
+HALO_GAMMA_OUT = "1.100000"
+HALO_VS_SCAN = "0.600000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp
new file mode 100644
index 0000000..a3caa67
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp
@@ -0,0 +1,261 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
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+scale_type_x9 = "source"
+scale_x9 = "1.000000"
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+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
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+scale_type_x10 = "source"
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+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
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+float_framebuffer11 = "false"
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+scale_type_x11 = "source"
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+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
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+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
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+scale_type_x14 = "source"
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+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
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+scale_y16 = "1.000000"
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+IN_GLOW_POWER = "1.000003"
+LUMINANCE = "0.050000"
+TEMPERATURE = "6900.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
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+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "-0.800001"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.300000"
+PIXELGRID_MIN_W = "0.220000"
+PIXELGRID_MAX_W = "0.390000"
+PIXELGRID_GAMMA_W = "2.200000"
+PIXELGRID_BASAL_GRID = "0.200000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.099999"
+PIXELGRID_OFFSET_CORE = "0.050000"
+PIXELGRID_NO_INTERBLEED_H = "1.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.250000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.100000"
+HALO_SHARPNESS = "6.500002"
+HALO_GAMMA = "2.999998"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask.slangp
new file mode 100644
index 0000000..cdd702b
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Core_SlotMask.slangp
@@ -0,0 +1,256 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
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+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
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+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
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+scale_type_x5 = "source"
+scale_x5 = "1.000000"
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+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
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+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
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+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
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+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
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+scale_x10 = "1.000000"
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+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
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+scale_x11 = "1.000000"
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+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
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+alias12 = "bloom_pass_2"
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+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
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+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
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+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
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+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
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+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
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+mipmap_input16 = "false"
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+IN_GLOW_POWER = "1.500000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
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+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.100000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.300000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
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+HALO_SHARPNESS = "6.500000"
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+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
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+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
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+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask.slangp
new file mode 100644
index 0000000..d2e5990
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask.slangp
@@ -0,0 +1,259 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
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+scale_x0 = "1.000000"
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+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
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+scale_x2 = "1.000000"
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+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
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+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
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+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
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+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
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+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
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+filter_linear9 = "true"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
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+filter_linear16 = "true"
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+IN_GLOW_POWER = "2.500000"
+LUMINANCE = "0.050000"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "1.900000"
+GAMMA_OUT = "0.310000"
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+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
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+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_W = "-0.800000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "5.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.500000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.300000"
+PIXELGRID_MAX_H = "1.000000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.900000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.100000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "0.150000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "2.500000"
+HALO_GAMMA_OUT = "1.100000"
+HALO_VS_SCAN = "0.600000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp
new file mode 100644
index 0000000..bc9d101
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Overlapped-oldpainless.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.100000"
+LUMINANCE = "0.050000"
+TEMPERATURE = "6900.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.350000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "-0.800001"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_OVERMASK = "1.160000"
+PIXELGRID_H_PRST = "7.000000"
+PIXELGRID_MIN_W = "0.220000"
+PIXELGRID_MAX_W = "0.390000"
+PIXELGRID_GAMMA_W = "2.200000"
+DO_PIXELGRID_H = "0.850000"
+PIXELGRID_MIN_H = "0.450000"
+PIXELGRID_MAX_H = "1.250000"
+PIXELGRID_GAMMA_H = "8.000000"
+PIXELGRID_OFFSET_CORE = "0.060000"
+PIXELGRID_NO_INTERBLEED_H = "3.000000"
+PIXELGRID_DECON_R_H = "-0.600000"
+PIXELGRID_DECON_B_H = "0.600000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.300000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "1.000000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.400000"
+HALO_SHARPNESS = "6.500002"
+HALO_GAMMA = "2.999998"
+HALO_VS_SCAN = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_POWER = "1.700000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+BLOOM_OVER_WHITE = "0.250000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Wide-Aperturegrille.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Wide-Aperturegrille.slangp
new file mode 100644
index 0000000..4cdecd6
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Wide-Aperturegrille.slangp
@@ -0,0 +1,258 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.400000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.500000"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "1.000000"
+PIXELGRID_GAMMA_W = "5.200000"
+PIXELGRID_MUL_X = "1.375000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_Y_MASK = "0.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.250000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.300000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.400000"
+HALO_GAMMA_OUT = "1.200000"
+HALO_VS_SCAN = "0.500000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp
new file mode 100644
index 0000000..c9c23e5
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp
@@ -0,0 +1,257 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.400000"
+LUMINANCE = "0.200000"
+TEMPERATURE = "7200.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.300000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.500000"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "1.000000"
+PIXELGRID_GAMMA_W = "5.200000"
+PIXELGRID_MUL_X = "1.375000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.250000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_GAMMA_H = "5.200000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_SHIFT = "0.250000"
+DO_HALO = "1.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.300000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.400000"
+HALO_GAMMA_OUT = "1.200000"
+HALO_VS_SCAN = "0.500000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-for_1440pMin_HiNits.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-for_1440pMin_HiNits.slangp
new file mode 100644
index 0000000..8fb0e80
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-for_1440pMin_HiNits.slangp
@@ -0,0 +1,255 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+DO_SHIFT_RGB = "1.000000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "20.000000"
+SHIFT_G = "1.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "1.000000"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "2.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "0.700000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.299999"
+PIXELGRID_MIN_W = "0.300000"
+PIXELGRID_MAX_W = "0.460000"
+PIXELGRID_MUL_X = "0.875000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.700000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_Y_MASK = "0.750000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "30.000000"
+HALO_NO_PREGAIN = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.500000"
+HALO_VS_SCAN = "0.700000"
+BLOOM_MIX = "0.400000"
+BLOOM_GAMMA_OUT = "1.200000"
+BLOOM_EYE_ADPT_SRT = "0.600000"
+BLOOM_EYE_INERTIA = "750.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Monitor-for_HiNits.slangp b/bezel/koko-aio/bak/Presets-ng/Monitor-for_HiNits.slangp
new file mode 100644
index 0000000..03f205a
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Monitor-for_HiNits.slangp
@@ -0,0 +1,258 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+TEMPERATURE = "7700.000000"
+IN_GLOW_GAMMA = "2.000000"
+GAMMA_OUT = "0.500000"
+OFFSET_STRENGTH = "0.300000"
+SHIFT_R = "-20.000000"
+SHIFT_G = "0.000000"
+SHIFT_B = "20.000000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_BIAS = "0.000000"
+IN_GLOW_SPREAD = "0.000003"
+IN_GLOW_W = "2.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_H_PRST = "1.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "0.700000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.299999"
+PIXELGRID_MIN_W = "0.200000"
+PIXELGRID_MAX_W = "0.350000"
+PIXELGRID_MUL_X = "2.000000"
+PIXELGRID_BASAL_GRID = "0.020000"
+PIXELGRID_MIN_H = "0.500000"
+PIXELGRID_MAX_H = "0.800000"
+PIXELGRID_INTR_FLICK_POWR = "0.460000"
+PIXELGRID_Y_MASK_HEIGHT = "0.625000"
+PIXELGRID_Y_MASK_ON_WHITE = "0.670000"
+PIXELGRID_Y_MASK_STEEP = "1.000000"
+PIXELGRID_Y_SPARK = "0.250000"
+DO_HALO = "1.000000"
+HALO_POWER = "0.500000"
+HALO_SHARPNESS = "6.000000"
+HALO_GAMMA = "1.000000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.200000"
+BLOOM_GAMMA = "2.000000"
+BLOOM_POWER = "1.500000"
+BLOOM_OVER_WHITE = "0.000000"
+DO_CURVATURE = "1.000000"
+GEOM_CORNER_SIZE = "0.010000"
+GEOM_CORNER_SMOOTH = "200.000000"
+DO_BEZEL = "1.000000"
+BEZEL_INNER_ZOOM = "-0.010000"
+BEZEL_FRAME_ZOOM = "0.170000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.080000"
+DO_SPOT = "1.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets-ng/Tv-NTSC_Generic-FXAA_sharp-Selective.slangp b/bezel/koko-aio/bak/Presets-ng/Tv-NTSC_Generic-FXAA_sharp-Selective.slangp
new file mode 100644
index 0000000..f4d8ca1
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Tv-NTSC_Generic-FXAA_sharp-Selective.slangp
@@ -0,0 +1,268 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
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+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
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diff --git a/bezel/koko-aio/bak/Presets-ng/Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp b/bezel/koko-aio/bak/Presets-ng/Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp
new file mode 100644
index 0000000..7433fef
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets-ng/Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp
@@ -0,0 +1,267 @@
+shaders = "17"
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+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
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+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
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+bg_over_mipmap = "false"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameGear-Overlay-Night.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameGear-Overlay-Night.slangp
new file mode 100644
index 0000000..361552e
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameGear-Overlay-Night.slangp
@@ -0,0 +1,260 @@
+shaders = "17"
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+scale_y1 = "2.000000"
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+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
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+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
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+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameGear-Overlay.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameGear-Overlay.slangp
new file mode 100644
index 0000000..8b6e9e5
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameGear-Overlay.slangp
@@ -0,0 +1,260 @@
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+monitor_body_curved_linear = "true"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyAdvance-Overlay-Night.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyAdvance-Overlay-Night.slangp
new file mode 100644
index 0000000..b7f3784
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyAdvance-Overlay-Night.slangp
@@ -0,0 +1,266 @@
+shaders = "17"
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+monitor_body_curved_mipmap = "true"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyAdvance-Overlay.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyAdvance-Overlay.slangp
new file mode 100644
index 0000000..67e6966
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyAdvance-Overlay.slangp
@@ -0,0 +1,265 @@
+shaders = "17"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/overlays/gba.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
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+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono-Overlay-Taller.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono-Overlay-Taller.slangp
new file mode 100644
index 0000000..e4b205e
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono-Overlay-Taller.slangp
@@ -0,0 +1,252 @@
+shaders = "17"
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+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
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+monitor_body_straight_linear = "true"
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+monitor_body_straight_mipmap = "true"
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+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
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+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono-Overlay.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono-Overlay.slangp
new file mode 100644
index 0000000..4c16be1
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono-Overlay.slangp
@@ -0,0 +1,249 @@
+shaders = "17"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/overlays/gbm.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/overlays/gbm.jpg"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono.slangp
new file mode 100644
index 0000000..c7dbb7e
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyMono.slangp
@@ -0,0 +1,242 @@
+shaders = "17"
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+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
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+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
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+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
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+scale_y2 = "1.000000"
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+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
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+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
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+filter_linear6 = "true"
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+scale_x8 = "0.500000"
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+scale_y8 = "0.500000"
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+filter_linear9 = "true"
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+scale_y10 = "1.000000"
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+filter_linear11 = "true"
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+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
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+scale_type_x12 = "source"
+scale_x12 = "0.500000"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
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+filter_linear14 = "true"
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+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
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+scale_type_x15 = "viewport"
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+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
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+alias16 = "final_pass"
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+BRIGHTNESS = "0.060000"
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+IN_GLOW_GAMMA = "2.000000"
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+SHIFT_R = "42.000000"
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+DO_SPOT = "1.000000"
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+ASPECT_X = "-5.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket-Overlay-Taller.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket-Overlay-Taller.slangp
new file mode 100644
index 0000000..cdfb57c
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket-Overlay-Taller.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
+scale_type_x0 = "source"
+scale_x0 = "1.000000"
+scale_type_y0 = "source"
+scale_y0 = "1.000000"
+shader1 = "../../../../../koko/koko-aio-slang/shaders-ng/flick_and_noise.slang"
+filter_linear1 = "false"
+wrap_mode1 = "mirrored_repeat"
+mipmap_input1 = "false"
+alias1 = "flick_and_noise_pass"
+float_framebuffer1 = "false"
+srgb_framebuffer1 = "false"
+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
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+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
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+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
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+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
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+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
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+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
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+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
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+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
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+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
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+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
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+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
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+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
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+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
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+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/overlays/gbp.jpg"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/overlays/gbp.jpg"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket-Overlay.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket-Overlay.slangp
new file mode 100644
index 0000000..4560812
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket-Overlay.slangp
@@ -0,0 +1,250 @@
+shaders = "17"
+shader0 = "../../../../../koko/koko-aio-slang/shaders-ng/colortools_and_ntsc_pass.slang"
+filter_linear0 = "false"
+wrap_mode0 = "mirrored_repeat"
+mipmap_input0 = "false"
+alias0 = "colortools_and_ntsc_pass"
+float_framebuffer0 = "false"
+srgb_framebuffer0 = "false"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket.slangp
new file mode 100644
index 0000000..0efb886
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/GameboyPocket.slangp
@@ -0,0 +1,242 @@
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+monitor_body_curved_linear = "true"
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+monitor_body_curved_mipmap = "true"
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+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
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+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
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+bg_over_wrap_mode = "mirrored_repeat"
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diff --git a/bezel/koko-aio/bak/Presets_Handhelds-ng/Generic-Handheld-RGB.slangp b/bezel/koko-aio/bak/Presets_Handhelds-ng/Generic-Handheld-RGB.slangp
new file mode 100644
index 0000000..d786a85
--- /dev/null
+++ b/bezel/koko-aio/bak/Presets_Handhelds-ng/Generic-Handheld-RGB.slangp
@@ -0,0 +1,252 @@
+shaders = "17"
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+scale_type_x1 = "source"
+scale_x1 = "2.000000"
+scale_type_y1 = "source"
+scale_y1 = "2.000000"
+shader2 = "../../../../../koko/koko-aio-slang/shaders-ng/fxaa.slang"
+filter_linear2 = "true"
+wrap_mode2 = "mirrored_repeat"
+mipmap_input2 = "true"
+alias2 = "FXAA_pass"
+float_framebuffer2 = "false"
+srgb_framebuffer2 = "false"
+scale_type_x2 = "source"
+scale_x2 = "1.000000"
+scale_type_y2 = "source"
+scale_y2 = "1.000000"
+shader3 = "../../../../../koko/koko-aio-slang/shaders-ng/shift_and_bleed.slang"
+filter_linear3 = "true"
+wrap_mode3 = "mirrored_repeat"
+mipmap_input3 = "false"
+alias3 = "shift_and_bleed_pass"
+float_framebuffer3 = "true"
+srgb_framebuffer3 = "false"
+scale_type_x3 = "source"
+scale_x3 = "1.000000"
+scale_type_y3 = "source"
+scale_y3 = "1.000000"
+shader4 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_x.slang"
+filter_linear4 = "true"
+wrap_mode4 = "mirrored_repeat"
+mipmap_input4 = "true"
+alias4 = "in_glow_pass_x"
+float_framebuffer4 = "true"
+srgb_framebuffer4 = "false"
+scale_type_x4 = "source"
+scale_x4 = "1.000000"
+scale_type_y4 = "source"
+scale_y4 = "1.000000"
+shader5 = "../../../../../koko/koko-aio-slang/shaders-ng/in_glow_y.slang"
+filter_linear5 = "true"
+wrap_mode5 = "mirrored_repeat"
+mipmap_input5 = "false"
+alias5 = "in_glow_pass"
+float_framebuffer5 = "true"
+srgb_framebuffer5 = "false"
+scale_type_x5 = "source"
+scale_x5 = "1.000000"
+scale_type_y5 = "source"
+scale_y5 = "1.000000"
+shader6 = "../../../../../koko/koko-aio-slang/shaders-ng/halo_pre_gamma.slang"
+filter_linear6 = "true"
+wrap_mode6 = "clamp_to_edge"
+mipmap_input6 = "false"
+alias6 = "halo_pre_gamma_pass"
+float_framebuffer6 = "true"
+srgb_framebuffer6 = "false"
+scale_type_x6 = "source"
+scale_x6 = "1.000000"
+scale_type_y6 = "source"
+scale_y6 = "1.000000"
+shader7 = "../../../../../koko/koko-aio-slang/shaders-ng/halo.slang"
+filter_linear7 = "true"
+wrap_mode7 = "clamp_to_edge"
+mipmap_input7 = "false"
+alias7 = "halo_pass"
+float_framebuffer7 = "true"
+srgb_framebuffer7 = "false"
+scale_type_x7 = "source"
+scale_x7 = "1.000000"
+scale_type_y7 = "source"
+scale_y7 = "1.000000"
+shader8 = "../../../../../koko/koko-aio-slang/shaders-ng/avglum_pass.slang"
+filter_linear8 = "true"
+wrap_mode8 = "mirrored_repeat"
+mipmap_input8 = "false"
+alias8 = "avglum_pass"
+float_framebuffer8 = "false"
+srgb_framebuffer8 = "false"
+scale_type_x8 = "source"
+scale_x8 = "0.500000"
+scale_type_y8 = "source"
+scale_y8 = "0.500000"
+shader9 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur_pre.slang"
+filter_linear9 = "true"
+wrap_mode9 = "clamp_to_border"
+mipmap_input9 = "false"
+alias9 = "reflected_blurred_pass_pre"
+float_framebuffer9 = "false"
+srgb_framebuffer9 = "false"
+scale_type_x9 = "source"
+scale_x9 = "1.000000"
+scale_type_y9 = "source"
+scale_y9 = "1.000000"
+shader10 = "../../../../../koko/koko-aio-slang/shaders-ng/reflection_blur.slang"
+filter_linear10 = "true"
+wrap_mode10 = "mirrored_repeat"
+mipmap_input10 = "false"
+alias10 = "reflected_blurred_pass"
+float_framebuffer10 = "false"
+srgb_framebuffer10 = "false"
+scale_type_x10 = "source"
+scale_x10 = "1.000000"
+scale_type_y10 = "source"
+scale_y10 = "1.000000"
+shader11 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_1.slang"
+filter_linear11 = "true"
+wrap_mode11 = "mirrored_repeat"
+mipmap_input11 = "false"
+alias11 = "bloom_pass_1"
+float_framebuffer11 = "false"
+srgb_framebuffer11 = "false"
+scale_type_x11 = "source"
+scale_x11 = "1.000000"
+scale_type_y11 = "source"
+scale_y11 = "1.000000"
+shader12 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_2.slang"
+filter_linear12 = "true"
+wrap_mode12 = "clamp_to_edge"
+mipmap_input12 = "false"
+alias12 = "bloom_pass_2"
+float_framebuffer12 = "false"
+srgb_framebuffer12 = "false"
+scale_type_x12 = "source"
+scale_x12 = "0.500000"
+scale_type_y12 = "source"
+scale_y12 = "0.500000"
+shader13 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_3.slang"
+filter_linear13 = "true"
+wrap_mode13 = "clamp_to_edge"
+mipmap_input13 = "false"
+alias13 = "bloom_pass_3"
+float_framebuffer13 = "false"
+srgb_framebuffer13 = "false"
+scale_type_x13 = "source"
+scale_x13 = "1.000000"
+scale_type_y13 = "source"
+scale_y13 = "1.000000"
+shader14 = "../../../../../koko/koko-aio-slang/shaders-ng/bloom_pass_4.slang"
+filter_linear14 = "true"
+wrap_mode14 = "mirrored_repeat"
+mipmap_input14 = "false"
+alias14 = "bloom_pass_final"
+float_framebuffer14 = "true"
+srgb_framebuffer14 = "false"
+scale_type_x14 = "source"
+scale_x14 = "1.000000"
+scale_type_y14 = "source"
+scale_y14 = "1.000000"
+shader15 = "../../../../../koko/koko-aio-slang/shaders-ng/ambi_temporal_pass.slang"
+filter_linear15 = "true"
+wrap_mode15 = "clamp_to_border"
+mipmap_input15 = "false"
+alias15 = "ambi_temporal_pass"
+float_framebuffer15 = "true"
+srgb_framebuffer15 = "false"
+scale_type_x15 = "viewport"
+scale_x15 = "0.050000"
+scale_type_y15 = "viewport"
+scale_y15 = "0.050000"
+shader16 = "../../../../../koko/koko-aio-slang/shaders-ng/final_pass.slang"
+filter_linear16 = "true"
+wrap_mode16 = "mirrored_repeat"
+mipmap_input16 = "false"
+alias16 = "final_pass"
+float_framebuffer16 = "false"
+srgb_framebuffer16 = "false"
+scale_type_x16 = "viewport"
+scale_x16 = "1.000000"
+scale_type_y16 = "viewport"
+scale_y16 = "1.000000"
+DO_CCORRECTION = "1.000000"
+IN_GLOW_POWER = "1.000001"
+IN_GLOW_GAMMA = "1.600000"
+GAMMA_OUT = "0.350000"
+DO_IN_GLOW = "1.000000"
+IN_GLOW_SPREAD = "0.000000"
+IN_GLOW_W = "7.000000"
+IN_GLOW_H = "7.000000"
+DO_PIXELGRID = "1.000000"
+PIXELGRID_SIZE_W = "0.000000"
+PIXELGRID_H_PRST = "0.000000"
+PIXELGRID_H_COUNT = "4.000000"
+PIXELGRID_R_SHIFT = "1.000000"
+PIXELGRID_G_SHIFT = "2.000000"
+PIXELGRID_B_SHIFT = "3.000000"
+PIXELGRID_MIN_W = "0.150000"
+PIXELGRID_MAX_W = "0.800000"
+DO_PIXELGRID_H = "0.000000"
+PIXELGRID_Y_MASK = "1.000000"
+PIXELGRID_Y_MASK_COORDS = "0.000000"
+PIXELGRID_Y_MASK_HEIGHT = "1.000000"
+PIXELGRID_Y_MASK_OFFSET = "0.000000"
+PIXELGRID_Y_MASK_STEEP = "4.000000"
+HALO_POWER = "0.380000"
+HALO_SHARPNESS = "6.500000"
+HALO_GAMMA = "1.000000"
+HALO_VS_SCAN = "0.010000"
+DO_BLOOM = "1.000000"
+BLOOM_MIX = "0.500000"
+DO_CURVATURE = "1.000000"
+GEOM_WARP_X = "0.000000"
+GEOM_WARP_Y = "0.000000"
+GEOM_CORNER_SIZE = "0.010000"
+DO_DYNZOOM = "0.000000"
+DO_VIGNETTE = "1.000000"
+V_SIZE = "1.200000"
+V_POWER = "1.000001"
+ASPECT_X = "-1.000000"
+ASPECT_Y = "1.000000"
+DO_GAME_GEOM_OVERRIDE = "1.000000"
+GAME_GEOM_INT_SCALE = "2.000000"
+GAME_GEOM_INT_SCALE_MAX = "5.000000"
+GAME_GEOM_OFF_FIX = "4.000000"
+textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
+monitor_body_curved = "/koko/koko-aio-slang/textures/monitor_body_curved.png"
+monitor_body_curved_linear = "true"
+monitor_body_curved_wrap_mode = "clamp_to_edge"
+monitor_body_curved_mipmap = "true"
+monitor_body_straight = "/koko/koko-aio-slang/textures/monitor_body_straight.png"
+monitor_body_straight_linear = "true"
+monitor_body_straight_wrap_mode = "clamp_to_edge"
+monitor_body_straight_mipmap = "true"
+bg_under = "/koko/koko-aio-slang/textures/background_under.png"
+bg_under_linear = "true"
+bg_under_wrap_mode = "mirrored_repeat"
+bg_under_mipmap = "false"
+bg_over = "/koko/koko-aio-slang/textures/background_over.png"
+bg_over_linear = "true"
+bg_over_wrap_mode = "mirrored_repeat"
+bg_over_mipmap = "false"
+backdrop = "/koko/koko-aio-slang/textures/boothill.jpg"
+backdrop_linear = "true"
+backdrop_wrap_mode = "mirrored_repeat"
+backdrop_mipmap = "true"
diff --git a/bezel/koko-aio/docs-ng.md b/bezel/koko-aio/docs-ng.md
new file mode 100644
index 0000000..7d3cfd0
--- /dev/null
+++ b/bezel/koko-aio/docs-ng.md
@@ -0,0 +1,579 @@
+**koko-aio-slang parameters documentation**
+
+**Color corrections:**
+ Modify luminance, saturation, contrast, brightness and color temperature
+ of the signal, at "input" stage.
+ Gamma in correction is applied at ti beginning of the chain,
+ Gamma out correction is applied to the final processed picture.
+ Input signal gain is applied in the chain just before the crt emulation stages.
+
+ It is also possible to emulate a monochrome display with custom colors:
+
+ Monochrome screen colorization:
+ The amount of (de) colorization applied.
+ Hue bright, Hue dark:
+ Set the hue for bright and dark colors.
+ Hue bright-dark bias:
+ Controls the distribution of dark and bright hues.
+
+**FXAA:**
+ Apply the well known antialiasing effect by Nvidia.
+ Use it if you don't want to blur the image and you still don't like
+ jagged or too much pixelated images.
+
+** RF Noise: **
+ Emulates radio frequency noise with a given strength
+
+**CVBS: NTSC color artifacts: **
+ Tries to emulate typical NTSC color artifacting without emulating
+ full NTSC coding/decoding pipeline.
+ While it improves the look of NTSC content, don't expect it to be
+ an accurate emulation (yet?)
+ As today, it is enough to emulate rainbowing effects on genesis.
+ If you enable Glow/Blur functions or Bandwidth limited chroma,
+ the image will be blurred in a way or another.
+ You can selectively keep the part of the image which does not contain
+ artifacts sharp by using the followin controls.
+ This allow to selectively blend artifacts.
+
+ Consider artifacts above this treshold:
+ Tune this to select more or less artifacts, depending on their strength.
+ Show the mask of selected artifacts (debug)
+ This will show only the part of the image that contains artifacts.
+ Use it to for a better visual feedback of the following parameters
+
+ 1* Under treshold: Cancel blur (Glow)
+ How much the glow/blur function will skip blurring "unartifacted" areas.
+ 2* Under treshold: Cancel Bandwidth limited chroma
+ How much the Bandwidth limited chroma function will skip blurring
+ "unartifacted" areas.
+ 3* Under treshold: Cancel artifacts
+ How much the artifacts under the treshold will be completely removed.
+
+**CVBS: Bandwidth limited chroma:**
+ Will cause an horizontal chroma bleed which cheaply mimics the effect of
+ poor composite video signals.
+ It can be used with RGB shifting and image blurring to give the picture
+ an ntsc look without dealing with specific encoding/decoding stuffs.
+
+**Deconvergence:**
+ Shift R,G,B components separately to mimic channel deconvergence.
+ By varying Red, Green and Blue offsets, the relative component will be
+ shifted column by column, row by row.
+
+**Glow/Blur:**
+ Emulate the CRT glowing "feature", so that the brighter areas of
+ the image will light their surroundings,
+ with options to switch to classic blur.
+
+ Glow to blur bias:
+ Higher negative values -> more glow : brighter colors expands over darker ones.
+ Higher positive values -> means blur: all the colors are blurred.
+ 0.0 means no blur, no glow.
+ Glow spread amount:
+ The higher, the more the bright colors will smoothly expand.
+ It emulates the natural antialiasing you see on CRTs on bright areas.
+ More pronunced as "Glow to blur bias" approaches 0.
+
+ Sharpness (horizontal, vertical):
+ Modulates the sharpness of the image.
+ - Max (actually 7.0) will not alter the image sharpness.
+ - More than 0: will use gauss blur
+ - Less than 0: will use box blur and will progressively
+ add visual sharpness to image when approaching lower values.
+
+**Tate mode:**
+ Rotates mask and scanlines by 90ยฐ
+
+**Low level phosphor grid**
+ This is a way to produce horizontal masks, scanlines and aperturegrille/slotmasks.
+ Parameters are tricky to setup, but possibilities are mny more quality is good at 1080p
+ and hopefully great at higher resolutions.
+ By reading the following explanaitions, you will realize that this section can also be used to emulate
+ handhelds screens, where pixels you see on screen have to be sized proportionally to the game one.
+
+ Overmask (1.0 = neutral):
+ Values > 1.0 give a gritty/gariny look to the whole mask.
+ It may cause moiree if combined with curvature, dedot, or sparkling look punch.
+ Values < 1.0 tend to nullify the whole mask effect.
+
+
+ Horizontal mask (rgb subpixel mask strength)
+ X resolution: (core or screen) (**):
+ 0: Phosphors width will be relative to the pixel width of the core (game).
+ 1: Phosphors width will be relative to the pixel width of the screen.
+ Mask type preset:
+ You can have the shader generate a preconfigured mask for you:
+ 1:gm 2:gmx 3:rgb 4:rgbx 5:rbg 6:rbgx 7:wx
+ 1:GreenMagenta, 2:GreenMagentaGap, 3:RedGreenBlue, 4:RedGreenBlueGap, 5:RedBlueGreen, 6:RedBlueGreenGap
+ 7:WhiteGap (means r,g and b phosphors are completely overlapped, nice with scanline deconvergence)
+
+ (beware that due to limitations of the actual implementation, masks ending in "x")
+ works reliable when emulating slotmasks only at screen coordinates with multiplier = 1.0)
+ bh selecting preset = 0, you can draft your own by using the following knobs:
+ Phosphors+gap count (mask size):
+ How much phosphors or blank spaces the final mask will have.
+ R,G,B, Phosphor position:
+ The position of every phosphor.
+ Example 1: Phosphors+gap count=4 and R=0 G=1 B=2
+ ...will give you a mask with red,green,blue and a blank space.
+ Example 2: Phosphors+gap count=2 and R=1 G=0 B=1
+ ...will give a mask with green + a mix of blue and red (magenta)
+ Example 3: Phosphors+gap count=3 and R=1 G=1 B=1
+ ...will give a mask with a blank space, the neutral white color and another blank space
+ Example 4: Phosphors+gap count=1 and R=0 G=0 B=0
+ ...like the previous one, but without any blank spaces.
+ Phosphors width Min, Max:
+ The width of each phosphors can grow or shrink, depending on the
+ luminosity of the underlying pixel luminance.
+ 1.0 refers to the full mask width, so stay around 0.2 if you want
+ avoid them to blend.
+ Use Min and Max parameter to limit the minimum and maximum size
+ they can reach.
+ Phosphors width min->max gamma:
+ Since emulating phosphors with high Min-Max range changes the apparent gamma of the final image,
+ it is advised, if needed, to use this option to compensate, instead of the main gamma correction.
+ It is also a quick way to make the image brighter or darker.
+ Cell size multiplier x (neg=divider):
+ Multiply (or divide if the parameter is < 0) the mask (cell) size by a factor.
+ As stated(**), the size may be relative to screen or core, this allow you to
+ "zoom" the cell horizontally and can be useful if you have an HiDPI screen.
+ For example, you may choose to use screen sized masks and zoom them by a factor
+ of 2 or 3 to make room for phosphors and see them visually grow in width.
+ Likewise, you can use core/game(**) sized masks and divide them by a factor
+ if they appears too big.
+ Inter-cell extra steepness (for integer scaling)
+ When you set maximum width/height to anything > 0.5, the phosphor light will bleed over
+ the adiacent (left/right up/down) one so that they will start to blend togheter.
+ This option will avoid the bleeding.
+ You may want them to merge or not, depending on your preference to see a visible "grid"/lines.
+ This function is useful when you want to emulate handhelds screens using integer scaling,
+ where cells are well separated.
+ Black level of the unexcided phosphor grid
+ Draw the vertical grid that hosts phosphors.
+ This is likely to produce moiree when using X resolution = core
+
+
+ Scanlines (*4)
+ Scanlines emulation, set the strength of the effect here.
+ Phosphors height Min, Max:
+ Try to keep scanline height between those values, depending on content brightness.
+ Phosphors width min->max gamma:
+ Since emulating phosphors with high Min-Max range changes the apparent gamma of the final image,
+ it is advised, if needed, to use this option to compensate, instead of the main gamma correction.
+ It is also a quick way to make the image brighter or darker.
+ Slotmask(-fake) offset(*):
+ This will cause every cell to be vertically shifted by the configured amount to
+ emulate a slotmask phosphors layout.
+ It is true that for accurate reproduction of them, slotmasks are commonly emulated
+ at screen size, but this causes, on low resolution displays, weird artifacts,
+ primarily when using curvature and when you try to draw scanlines -and- slotmasks.
+ Here there is an added value given by the fact that the shift itself
+ can be relative to not only to the screen pixel height, but to game pixel height. (**)
+ By selecting Y resolution=0 (so core coordinates**) and enabling this slotmask offset,
+ you will have a staggered scanline.
+ This allows you to not drawing a scanline -and- a slotmask, but to draw a "slotmasked"
+ scanline.
+ While this does not exist at all in crt technology, it greatly mitigates the artifacts
+ just explained while producing a fairly convincing effect, very similar to a screen
+ with visible scanlines and visible slotmask.
+ Inter-cell extra steepness (for integer scaling)
+ When you set maximum width/height to anything > 0.5, the phosphor light will bleed over
+ the adiacent (left/right up/down) one so that they will start to blend togheter.
+ This option will avoid the bleeding.
+ You may want them to merge or not, depending on your preference to see a visible "grid"/lines.
+ This function is useful when you want to emulate handhelds screens using integer scaling,
+ where cells are well separated.
+ Dedot mask between scanlines
+ When using Horizontal masks, you mai notice a disturbing dot pattern left between high
+ scanlines, that's the residual of horizontal mask.
+ Use this parameter to clear it and use it only if needed or it would have counter-effects.
+ Also, mutating dots to straight lines would make moiree more visible when using curvature.
+ Deconvergence Y: R,G,B phosphor"
+ This emulates Y deconvergence on phosphor level rather than on image level as seen in
+ the previous deconvergence section.
+ Emulating deconvergence here is good because phosphors will be able to brighten the
+ dark gap left by scanlines.
+
+
+ Interlace detect + Scanline alternate above # lines:
+ koko-aio will mark a frame as interlaced and will alternate odd/even scanlines
+ at odd/even frames when the number or lines is above the configured value.
+ Disable on interlaced screen:
+ You may want to avoid drawing scanlines gaps when interlaced content is found
+ Interlace Flicker (0=off,1=on,2=if interlaced):
+ Since we can emulate scanline appearence, here we deal with interlaced content too.
+ This setting emulates the flickering issues present on crt interlaced screens
+ where the brighter lines flickers when they are near dark ones.
+ You can choose to produce the flickering: never, always or only
+ when the input picture is considered interlaced.
+ The threshold for that is defined in config.inc with the parameter: MIN\_LINES\_INTERLACED.
+ Interlace Flicker power: The strength of the effect.
+
+
+ Vertical cell Mask:
+ The shape of the mask generated ny this function is "boxed", while the one
+ generated by the previous function ("scanlines or vertical mask1") is more rounded.
+ Phosphor masks are usually vertically delimited by thin lines.
+ This parameter will set the visibility of them.
+
+ Resolution: (core or screen) (*1)
+ Should the vertical interval (height) between those likes be relative to screen or core pixel size?
+ Height divider (neg=multiplier) (*2):
+ The more, the less that intervall will be.
+ Interesting values for screen resolution: 1.0, 0.75, 0.5
+ Fadeout under light: How much they will be visible over bright pixels.
+ Even/odd offset (slotmask) (*3):
+ If you not used, the previous section to emulate scanlines(*), but still want to emulate
+ slotmasks layouts, you can set this to 1.0.
+ You can draw slotmasks at screen coordinates to emulate real crts or choose to paint
+ them at core coordinates to have a more defined slotmask
+ ...if you like slotmasks so much :-)
+ Vertical shift (for use with core resolution):
+ This parameter allows you to move the whole vertical mask along the Y axis.
+ It is intended to be used with core resolution(*1) and integer divider/multiplier(*2)
+ to clear weird patterns from the screen when using slotmasks (*3) alongside scanline emulation (*4).
+ Steepness:
+ The more, the thinner they will be.
+ Setting this to very high values, may make them disappear unevenly.
+ Sparkling look punch:
+ Makes the "Vertical cell Mask" effect more pronunced and "pinchy/Sparky" by highering its contrast.
+ Beware, this may produce moiree.
+
+
+**Dot matrix emulation:**
+ Emulates low refresh "boxed" screens used in old handheld consoles.
+
+ Grid strength: How much the grid is visible.
+ Gap brightness:
+ You may want to use a white grid eg: for gameboy mono emulation.
+ Grid sharpness:
+ Modulates the thickness of the grid around cells.
+ Paint on bright:
+ How much should the grid be visible on background?
+ More positive values -> more grid on bright
+ More negative values -> more grid on dark
+ Refresh inertia:
+ Emulates a low refresh screen, set the power of the effect.
+ Inertia on:
+ 0: display is always slow to refresh
+ 1: display is slow to refresh bright pixels
+ 2: display is slow to refresh dark pixels
+ Shadow strength:
+ Emulates the typical shadow seen on Gameboy mono handhelds
+ casted by on the underlying screen.
+ Shadow offset:
+ Moves the shadow left or right.
+
+**Halo:**
+ Emulates the effect of the brighter pixels reflected by the CRT glass
+ that lights nearby zones (a sort of tight bloom).
+ The light is meant to be spreaded in a way that it nulls the effect of the
+ dark scanline parts, darklines and the RGB masks.
+ So you can use this to restore the brightness and color saturation
+ loss when using features like scanlines, darklines or RGB masks.
+
+ Pre-attenuate input signal gain to 1x:
+ Nullifies the input gain applied in the color correction section.
+ This way the halo effect will be consistent and will not depend on
+ it, avoiding hard to manage cascading effects.
+ Strength (negative = 10x precision)
+ The effect strength.
+ Negative values are interpreted as positive ones, divided by 10,
+ when fine tuning is needed.
+ Sharpness
+ The lower, the wider the halo.
+ Gamma in
+ Act like a soft treshold; the higher, the less the darker colors
+ will be "haloed"
+ Gamma out
+ Post-gamma correction applied to the halo.
+ Light up scanline gaps and dot grid gaps too:
+ Theoretically Halo have to be applied
+ "over" everything, because that is the way it works in nature.
+ But you can choose to cheat and instead apply scanlines over the halo
+ instead.
+ Do this if you like much more pronunced scanlines, even at the
+ price of some graphical artifacts visible on high contrasted areas.
+ The same apply for the grid emulated via dot matrix emulation feature.
+
+
+**Bloom:**
+ Acts like Halo, but affects a much wider area and is more configurable.
+ By using this effect and playing with its parameters, you can achieve funny
+ or even artistic results.
+
+ Final mix:
+ Modulates between the original images and the bloomed one.
+ Radius:
+ Controls how much the bloom has to be wide.
+ Quality:
+ How much the shape of the bloomed picture will reflect the original one.
+ Input Gamma (threshold):
+ Use this as a threshold to control how much a pixel has to be bright
+ to produce a bloom effect.
+ Output Gamma (contour smoothness):
+ Lowering it will make the bloom contour more pronunced.
+ Handy to simulate well defined "Aura" effects.
+ Power multiplier:
+ Just apply a gain to the final bloom.
+ Modulate: Local exposure eye adaption strength
+ Simulate the process through which the pupil adapt itself to different
+ light conditions.
+ Modulate: Strength on bright areas (0 = aura)
+ Since the light produced by the bloom effect is added to the underlying
+ image, it can produce clipping effects on the already bright areas.
+ This is actually an hack that will avoid to bloom them.
+ Bypass/Solo:
+ See how the bloomed image looks alone.
+ Use 1.0 to see naked bloom without any modulation applied
+ Use 2.0 to see naked bloom with modulation applied
+
+**Curvature:**
+ Emulates a curved CRT display.
+
+ WARP X, WARP Y:
+ control how much the display is curved along its axes.
+ Corner radius, Corner sharpness:
+ Control the "smoothness" of the display corners.
+ Cut curvature ears;
+ If you see weird image repetition try this.
+
+**Bezel:**
+ Draws a monitor frame with simulated reflections from the game content.
+ The monitor frame is an image loaded by the shader and is shipped
+ in the "textures" shader subdirectory, named "monitor\_body.png"
+ It has been made with the following rules that may come handy
+ only if you want to edit it; otherwise go on.
+ - The red channel represents the luminance information
+ - The green channel represents the highlights
+ - The alpha channel in the inner frame represents the part of the bezel
+ that will be filled by the game content
+ - The blue channel represents the part of the bezel that will be filled by the game reflection.
+
+ Straight
+ Use a straight bezel instead of a curved one.
+ Inner zoom:
+ Allows to shrink or expand the game content to fit the monitor frame.
+ "Fitting the monitor frame" is the ONLY scope of this option.
+ To have a smaller or larger than bezel screen, please use "Override content geometry"
+ options, or the reflections on the bezel will be misaligned.p
+
+ Frame zoom:
+ Allows to shrink or expand the monitor frame to fit the game content.
+ Bezel color (red,green,blue) and contrast:
+ Allows to choose the color of the monitor frame.
+ Reflections strength
+ The amount of reflections
+ Reflections sharpness
+ Modulates from totally blurred to totally sharp reflection appearance.
+ Reflections roughness
+ The amount of material roughness in reflection area
+ Diffusion strength
+ Mix an amount of high blurred reflection to simulate light diffusion
+ Specularity strength
+ The amount of specular reflection
+ Darken corners
+ How much the bezel corners should be darkened
+
+
+**Backgound image:**
+ Draws an image on screen picked from the "textures" shader subdirectory,
+ named: background.png
+ **-> It is needed that you set retroarch aspect to "Full" <-**
+ ( Settings, Video, Scaling, Aspect Ratio = Full )
+ The image is painted "under" the game content and under the monitor frame by
+ default, and his alpha channel will let you see ambient lighs (see next).
+
+ Image over content (alpha channel driven)?:
+ ...however you can paint the image over the game content and over the
+ monitor frame itself by selecting this option.
+ If you do so, the alpha channel of the background image will be used to
+ let you view the underlying content.
+ Shift(Zoom) Image over X(Y) axis:
+ move or zoom the whole background image.
+ Rotate image mode
+ This could be needed when dealing with vertical games.
+ Use -1 to let the shader try to guess if the rotation is needed.
+ Wrap mode:
+ This feature is static, to use it
+ you have to manually enable it by removing the leading: "//"
+ from "//#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER" in config.inc
+
+ What to do outside the image:
+ 0 Mirrored repeat because so is configured in main .slangp.
+ 1 Clamp to border and it means black.
+ 2 Clamp to edge and means that it repeats the edge color.
+ 3 Plain repeat without mirroring.
+
+
+**Backdrop support:**
+ Some old arcades used a mirror trick to overlay the
+ game content over an high definition printed image.
+ The image used by default, picked from the "textures" shader subdirectory,
+ is named: boothill.jpg
+
+ Shift(Zoom) Backdrop over X(Y) axis:
+ move or zoom the whole background image.
+
+
+**Ambient light leds:**
+ Emulates the presence of led strips behind the monitor that lights the
+ surroundings according to the edges of the game content.
+ **-> It is needed that you set retroarch aspect to "Full" <-**
+ ( Settings, Video, Scaling, Aspect Ratio = Full )
+
+ Slowness:
+ How much will the leds will take to reflect the game content.
+ It may sound silly to make them slow, but if they reacts too fast,
+ they may distract you.
+ Keep in mynd that there is a scene detection logic that will make them
+ react as fast as possible when a scene change is detected.
+ Led power/Falloff:
+ How input gain is applied to a single led, affects light wideness.
+ Led saturation:
+ Leds saturation post gain.
+ Led internalness:
+ The distance between the virtual led strip and the content.
+ High values will move leds behind it, while lower values will move
+ leds around it.
+ Widen lights:
+ Dumb stretch of the visible texture, operates on the whole content, instead of the
+ single led.
+ Note: To avoid burn-in effects, keep Light Falloff + Led power not too high.
+ Colorize Bezel;
+ Allow to add an amount of the ambient light over the bezel frame
+ Colorization size:
+ How much the ambient light should bleed over the monitor.
+ Pushing this too high would make it bleed over the tube.
+ This is not supported.
+ Back/Foreground image alpha blend:
+ When displaying background or foreground images, ambient lights are
+ shown on their transparent areas (alpha channel)
+ Switching this you can choose if you want to emulate leds:
+ under the image (0/mix) or over the image (1/add)
+ Foggy (power on dark colors, add mode only)
+ When using add mode or when colorizing the bezel via led lights, you may want
+ to lessen the foggy effect to turn it into a more realistic illumination.
+ Think to this as a way to turn the light target from the spectator (foggy)
+ to the background (not foggy).
+ Always colorize Back/Foreground image (add mode only)
+ When "Back/Foreground image alpha blend" is set to 1/add,
+ you can choose to always colorize the foreground image by a certain amount.
+ This can be used to produce big haloes all around the tube.
+ This internally works by adding the amount of your choice to the alpha channel
+ of the foreground image.
+
+**Luminosity tied zoom:**
+ On older CRT monitors, the picture gets bigger when the image was brighter.
+
+**Vignette:**
+ Will cause uneven brightness of the image, more at the center,
+ less at the edges.
+
+**Spot:**
+ Simulates external light reflected by the monitor glass.
+
+**Aspect Ratio:**
+ When using effects that need Retroarch aspect ratio option
+ to be set to "full", you have to provide the source aspect
+ ratio to the shader.
+ Use -6 for MAME cores that pre-rotates the game (TATE mode)
+ With Mame 2003 plus and fbneo cores, koko-aio detects if the
+ game is rotated or not without any user intervention.
+
+ Aspect Ratio Numerator:
+ Setting non positive value here will switch to a predefined
+ aspect ratio from the following list:
+ 0 = 1.33 MAME
+ -1 = 1.55 NTSC
+ -2 = 1.25 PAL
+ -3 = 8/7 Snes
+ -4 = 10/7 Megadrive
+ -5 = Uncorrected
+ -6 = 0.75 MAME rotated 1.33 games in TATE mode
+ Aspect Ratio Denominator:
+ As long as Aspect Ratio Numerator is positive, this will
+ be used as the denominator of the fraction.
+
+**Global shift/zoom image:**
+ Zoom and shift everything on screen, but background pictures.
+
+**Override content geometry:**
+ Contrary to the global aspect ratio control, this changes only the game geometry.
+ Bezel stays the same.
+
+ Integer scale:
+ Game content zoom height is rounded to nearest integer.
+ Maximum integer scale:
+ Dont allow integer scaling more than this
+ * beware: the following options in this group overrides the integer scale.
+ Aspect:
+ Change aspect ratio.
+ Vertical/Horizontal position:
+ Shifts the game position
+ Zoom:
+ Change the size
+ Sharp fix through offset:
+ When using integer scaling, it may be not possible to
+ draw sharp rounded lines.
+ This hack add a small (the higher, the smaller) offset
+ to the image that allow for sharp lines at the cost of a slightly
+ lower draw precision. Use 0.0 to disable the hack.
+
+
+**Tilt:**
+ Put the bezel and the game content into perspective.
+ The implementation is basic, you can expect correct
+ results when tilting alongside a single axis or when
+ using both, but with small values.
+
+ Tilt along X(Y) axis:
+ Rotate the image in space
+ Fov: Modulates the field of view
+ Bezel multiplier:
+ Can be used to adjust the bezel rotation
+ in relation to the game tilt amount
+
+**Delta Render:**
+ Koko-aio can render only the part of the screen that has been changed,
+ leading to a measurable power consumption reduction.
+ This feature can, however, produce artifacts in some cases, so the feature
+ is statically disabled by default by now.
+ To use it, you have to manually switch, in file config.inc:
+ #define DELTA_RENDER 0.0
+ to
+ #define DELTA_RENDER 1.0
+
+ Force refresh interval:
+ Forces a full screen refresh every #number of frames;
+ if there was artifacts on the screen, they will be cleared.
+ Power comsumption benefits will be lower.
+ Delta render area size
+ If you see artifacts, try to make this higher.
+ Artifacts come basically from bloom.
+ By highering this value, Delta render can take higher blur radiouses
+ into account.
+ Power comsumption benefits will be lower.
+
+**Alternate line blanking:**
+ CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
+ This emulates the low pixel persistance of CRT monitors
+ and reduces the motion blur, typical of LCD displays, by blanking even/odd
+ screen lines on even/odd frames, by sacrificing image brightness, ofc.
+
+ This feature is static, to use it
+ you have to manually enable it by removing the leading: "//"
+ from "//#define ALLOW_ALT_BLANK" in config.inc
+
+ Frame insertion strength:
+ How much the line will be blanked.
+ Dark lines period:
+ You can blank single line or a group of them at once.
+ See what performs better on your display.
+
+
+
+
+
+
diff --git a/bezel/koko-aio/docs.md b/bezel/koko-aio/docs.md
deleted file mode 100644
index 720b706..0000000
--- a/bezel/koko-aio/docs.md
+++ /dev/null
@@ -1,439 +0,0 @@
-**koko-aio-slang parameters documentation**
-
-**Color corrections:**
- Modify luminance, saturation, contrast, brightness and color temperature
- of the signal, at "input" stage.
- Gamma correction is applied to the final processed picture.
- It is also possible to emulate a monochrome display with custom colors:
-
- Monochrome screen colorization:
- The amount of (de) colorization applied.
- Hue bright, Hue dark:
- Set the hue for bright and dark colors.
- Hue bright-dark bias:
- Controls the distribution of dark and bright hues.
-
-**FXAA:**
- Apply the well known antialiasing effect by Nvidia.
- Use it if you don't want to blur the image and you still don't like
- jagged or too much pixelated images.
-
-**CVBS: NTSC color artifacts: **
- Tries to emulate typical NTSC color artifacting without emulating
- full NTSC coding/decoding pipeline.
- While it improves the look of NTSC content, don't expect it to be
- an accurate emulation (yet?)
- As today, it is enough to emulate rainbowing effects on genesis.
-
-** RF Noise: **
- Emulates radio frequency noise with a given strength
-
-**CVBS: Bandwidth limited chroma:**
- Will cause an horizontal chroma bleed which cheaply mimics the effect of
- poor composite video signals.
- It can be used with RGB shifting and image blurring to give the picture
- an ntsc look without dealing with specific encoding/decoding stuffs.
-
-**Deconvergence:**
- Shift R,G,B components separately to mimic channel deconvergence.
- By varying Red, Green and Blue offsets, the relative component will be
- shifted column by column, row by row.
-
-**Glow/Blur:**
- Emulate the CRT glowing "feature", so that the brighter areas of
- the image will light their surroundings,
- with options to switch to classic blur.
-
- Input signal strength:
- The input signal gain
- Input gamma:
- Controls how much the signal has to be bright to produce the glow.
- Glow spread amount:
- The higher, the more the bright colors will smoothly expand.
- It emulates the natural antialiasing you see on CRTs on bright areas.
- Sharpness (horizontal, vertical):
- The lower, the blurrier the image.
- When set to zero, his value is handled using "Glow spread amount"
- When pushed to its maximum value, no blurring will occour.
- Glow / blur bias:
- Higher negative values -> more glow : brighter colors expands over darker ones.
- Higher positive values -> means blur: all the colors are blurred.
- 0.0 means no blur, no glow.
- Blur NTSC artifacts more
- When NTSC artifacts emulation is enabled, this option will let you blur
- them more, this would help to selectively blur things like waterfalls
- in Sonic 2.
- The value you set it will be subtracted from glow horizontal sharpness.
- Blur less NTSC artifacts (min treshold)
- In relation to the previous setting, this allow to blur only the most
- prominent artifacts.
- Show NTSC artifacts mask (debug)
- This will help you to set the previous 2 values as it will show only
- the artifacts that will modify the blur.
-
-**Masks and/or Darklines:**
- Emulates CRT RGB phosphors (RGB Mask),
- slotmasks and aperturegrille (Darklines).
-
- (HiDPI) Vmask and Darklines multiplier:
- This shader is tuned for 1080p, but ff you have an HiDPI display
- you may want to scale this filter by a factor.
- Vmask Strength:
- How much will the RGB mask be visible.
- . (LoDPI) Green,Magenta -> RGB:
- By exploiting common monitors RGB subpixel order, this causes
- the RGB mask, to be emulated by using just 2 pixels instead of 3.
- Very useful for 1080p (or lower) displays and to keep more brightness.
- If you have reddish tint, please double check that your monitor is
- running at native resolution and the operating system is not scaling
- the screen.
- This option is disabled if a vertical game is detected
- (mame 2003 plus and fbneo cores)
- . Horizontal Gap between triads:
- In real displays, rgb triads are separated by a black space.
- You can emulate it by turning this feature on.
- . Affect bright colors:
- Emulating RGB masks will lower the resulting image brightness and you
- cant just push input signal brightness without clipping the signal.
- By using this option, the RGB mask will be less evident on brighter
- colors.
- However, it is advised to use the "Halo" feature instead (see later)
- ft your system can handle it.
- Darklines: strength:
- How much will the horizontal darklines be visible.
- . Triad offset:
- When drawing "straight" horizontal darklines, you can emulate CRT aperture grille.
- But if you want slotmasks instead, you need to vertically
- offset them every RGB triad.
- However, slotmask emulation can be enabled via a superior implementation
- if you enable scanlines (see below).
- . Triad height:
- Basically tells the shader how much a triad has to be high.
- Darklines: affect bright colors:
- See "RGB Mask: affect bright colors"
-
-**Tate mode:**
- Rotates mask and scanlines by 90ยฐ
-
-**Scanlines:**
- Emulate CRT scanlines.
-
- Scanlines gap brightness:
- controls how "little" they will look pronunced.
- You can even use a negative value to make the scanline more evident,
- but graphical glitches may occour.
- Minimum/Maximum height:
- Control the scanline thickness, can be used to mitigate moiree.
- Min->Max Inertia
- The lower, the thinner scanlines will be used for higher brightness.
- Scanlines bleeding:
- Will cause the scanline itself to light the scanline gap (dark) part.
- You may use it to keep a good picture brightness level.
- Interlace flicker:
- Emulates the flickering issues present on crt interlaced screens
- where the brighter lines flickers when they are near dark ones.
- You can choose to produce the flickering: never, always or only
- when the input picture is considered interlaced.
- The threshold for that is defined in config.inc
- with the parameter: MIN\_LINES\_INTERLACED.
- Disable on interlaced screen:
- You can choose to completely disable scanline emulation when
- the input picture is considered interlaced.
- Slotmask type (don't use with darklines!)
- You may want to draw slotmasks alongside the scanlines to sync their heights
- and avoid graphical glitches.
- If you enable this feature, it is highly recommended to disable darklines.
- Darklines will still used when dealing with interlaced or flickering screens.
- Type 1 allows you to configure strength and stagger.
- The stagger height will be modulated by the scanline height.
- Type 2 produces thinner slotmasks, (dark gaps more pronunced),
- but with fixed offset.
- The stagger height will still be modulated by the scanline height.
- This is intended to give pixels a sparkling point.
- Works best with scanline heights in range [0.5..0.7]
- Type 3 is fixed and produces heavier and thinner slotmasks without visible scanlines.
- Slotmask strength
- The strength of the slotmask
- . Offset
- This is the slotmask offset/stagger, (available on type 1 only)
- Keep it around 79 or all the way to max
-
-**Dot matrix emulation:**
- Emulates low refresh "boxed" screens used in old handheld consoles.
-
- Grid strength:
- How much the grid is visible.
- Grid sharpness:
- Modulates the thickness of the grid around cells.
- Strength on background:
- How much should the grid be visible on background?
- More positive values -> more grid on bright
- More negative values -> more grid on dark
- Gap brightness:
- You may want to use a white grid eg: for gameboy mono emulation.
- RGB strength:
- Emulate rgb subpixels (Set 0.0 for BW display)
- RGB sharpness:
- Low values will gradually blend subpixels.
- You may want to lower this value to cancel vertical artifacts.
- Green gain correction:
- R and B cnahhels could be partially cancelled by the grid around.
- Lower this if the image looks green.
- Refresh inertia:
- Emulates a low refresh screen, set the power of the effect.
- Inertia on:
- 0: display is always slow to refresh
- 1: display is slow to refresh bright pixels
- 2: display is slow to refresh dark pixels
-
-**Halo:**
- Emulates the effect of the brighter pixels reflected by the CRT glass
- that lights nearby zones (a sort of tight bloom).
- The light is meant to be spreaded in a way that it nulls the effect of the
- dark scanline parts, darklines and the RGB masks.
- So you can use this to restore the brightness and color saturation
- loss when using features like scanlines, darklines or RGB masks.
-
- Light up scanlines too:
- Theoretically Halo have to be applied
- "over" everything, because that is the way it works in nature.
- But you can choose to cheat and instead apply scanlines over the halo
- instead.
- Do this if you like much more pronunced scanlines, even at the
- price of some graphical artifacts visible on high contrasted areas.
-
- Refer to "Glowing Input/power" for other parameters meaning.
-
-**Bloom:**
- Acts like Halo, but affects a much wider area and is more configurable.
- By using this effect and playing with its parameters, you can achieve funny
- or even artistic results.
-
- Final mix:
- Modulates between the original images and the bloomed one.
- Radius:
- Controls how much the bloom has to be wide.
- Quality:
- How much the shape of the bloomed picture will reflect the original one.
- Input Gamma (threshold):
- Use this as a threshold to control how much a pixel has to be bright
- to produce a bloom effect.
- Output Gamma (contour smoothness):
- Lowering it will make the bloom contour more pronunced.
- Handy to simulate well defined "Aura" effects.
- Power multiplier:
- Just apply a gain to the final bloom.
- Modulate: Local exposure eye adaption strength
- Simulate the process through which the pupil adapt itself to different
- light conditions.
- Modulate: Strength on bright areas (0 = aura)
- Since the light produced by the bloom effect is added to the underlying
- image, it can produce clipping effects on the already bright areas.
- This is actually an hack that will avoid to bloom them.
- Bypass/Solo:
- See how the bloomed image looks alone.
- Use 1.0 to see naked bloom without any modulation applied
- Use 2.0 to see naked bloom with modulation applied
-
-**Curvature:**
- Emulates a curved CRT display.
-
- WARP X, WARP Y:
- control how much the display is curved along its axes.
- Corner radius, Corner sharpness:
- Control the "smoothness" of the display corners.
- Cut curvature ears;
- If you see weird image repetition try this.
-
-**Bezel:**
- Draws a monitor frame with simulated reflections from the game content.
- The monitor frame is an image loaded by the shader and is shipped
- in the "textures" shader subdirectory, named "monitor\_body.png"
- It has been made with the following rules that may come handy
- only if you want to edit it; otherwise go on.
- - The red channel represents the luminance information
- - The green channel represents the highlights
- - The alpha channel in the inner frame represents the part of the bezel
- that will be filled by the game content
- - The blue channel represents the part of the bezel that will be filled by the game reflection.
-
- Straight
- Use a straight bezel instead of a curved one.
- Inner zoom:
- Allows to shrink or expand the game content to fit the monitor frame.
- When integer scaling is enabled, this is ignored.
- Frame zoom:
- Allows to shrink or expand the monitor frame to fit the game content.
- Bezel color (red,green,blue) and contrast:
- Allows to choose the color of the monitor frame.
- Reflections strength
- The amount of reflections
- Reflections sharpness
- Modulates from totally blurred to totally sharp reflection appearance.
- Reflections roughness
- The amount of material roughness in reflection area
- Diffusion strength
- Mix an amount of high blurred reflection to simulate light diffusion
- Specularity strength
- The amount of specular reflection
- Darken corners
- How much the bezel corners should be darkened
-
-
-**Backgound image:**
- Draws an image on screen picked from the "textures" shader subdirectory,
- named: background.png
- **-> It is needed that you set retroarch aspect to "Full" <-**
- ( Settings, Video, Scaling, Aspect Ratio = Full )
- The image is painted "under" the game content and under the monitor frame by
- default, and his alpha channel will let you see ambient lighs (see next).
-
- Image over content (alpha channel driven)?:
- ...however you can paint the image over the game content and over the
- monitor frame itself by selecting this option.
- If you do so, the alpha channel of the background image will be used to
- let you view the underlying content.
- Shift(Zoom) Image over X(Y) axis:
- move or zoom the whole background image.
- Rotate image mode
- This could be needed when dealing with vertical games.
- Use -1 to let the shader try to guess if the rotation is needed.
- Wrap mode:
- This feature is static, to use it
- you have to manually enable it by removing the leading: "//"
- from "//#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER" in config.inc
-
- What to do outside the image:
- 0 Mirrored repeat because so is configured in main .slangp.
- 1 Clamp to border and it means black.
- 2 Clamp to edge and means that it repeats the edge color.
- 3 Plain repeat without mirroring.
-
-
-**Backdrop support:**
- Some old arcades used a mirror trick to overlay the
- game content over an high definition printed image.
- The image used by default, picked from the "textures" shader subdirectory,
- is named: boothill.jpg
-
- Shift(Zoom) Backdrop over X(Y) axis:
- move or zoom the whole background image.
-
-
-**Ambient light leds:**
- Emulates the presence of led strips under the monitor that lights the
- surroundings according to the edges of the game content.
- **-> It is needed that you set retroarch aspect to "Full" <-**
- ( Settings, Video, Scaling, Aspect Ratio = Full )
-
- Slowness:
- How much will the leds will take to reflect the game content.
- It may sound silly to make them slow, but if they reacts too fast,
- they may distract you.
- Keep in mynd that there is a scene detection logic that will make them
- react as fast as possible when a scene change is detected.
- Light Falloff:
- How wide is the area illuminated.
- Led power:
- Leds post gain.
- Note: To avoid burn-in effects, keep Light Falloff + Led power not too high.
- Colorize Bezel
- Allow to add an amount of the ambient light over the bezel frame
- Colorization size
- How much the ambient light should bleed over the monitor.
- Pushing this too high would make it bleed over the tube.
- This is not supported.
- Back/Foreground image alpha blend
- When displaying background or foreground images, ambient lights are
- shown on their transparent areas (alpha channel)
- Switching this you can choose if you want to emulate leds:
- under the image (0/mix) or over the image (1/add)
- Always colorize Back/Foreground image (add mode only)
- When "Back/Foreground image alpha blend" is set to 1/add,
- you can choose to always colorize the foreground image by a certain amount.
- This can be used to produce big haloes all around the tube.
- This internally works by adding the amount of your choice to the alpha channel
- of the foreground image.
-
-**Luminosity dependant zoom:**
- On older CRT monitors, the picture gets bigger when the image was brighter.
-
-**Vignette:**
- Will cause uneven brightness of the image, more at the center,
- less at the edges.
-
-**Spot:**
- Simulates external light reflected by the monitor glass.
-
-**Aspect Ratio:**
- When using effects that need Retroarch aspect ratio option
- to be set to "full", you have to provide the source aspect
- ratio to the shader.
- Use -6 for MAME cores that pre-rotates the game (TATE mode)
- With Mame 2003 plus and fbneo cores, koko-aio detects if the
- game is rotated or not without any user intervention.
-
- Aspect Ratio Numerator:
- Setting non positive value here will switch to a predefined
- aspect ratio from the following list:
- 0 = 1.33 MAME
- -1 = 1.55 NTSC
- -2 = 1.25 PAL
- -3 = 8/7 Snes
- -4 = 10/7 Megadrive
- -5 = Uncorrected
- -6 = 0.75 MAME rotated 1.33 games in TATE mode
- Aspect Ratio Denominator:
- As long as Aspect Ratio Numerator is positive, this will
- be used as the denominator of the fraction.
-
-**Global shift/zoom image:**
- Zoom and shift everything on screen, but background pictures.
-
-**Override content geometry:**
- Contrary to the global aspect ratio control, this changes only the game geometry.
- Bezel stays the same.
-
- Integer scale: Game content zoom height is rounded to nearest integer.
- Maximum integer scale: Dont allow integer scaling more than this
- * beware: the following options in this group
- overrides the integer scale.
- Aspect: Change aspect ratio.
- Vertical/Horizontal position: Shifts the game position
- Zoom: Change the size
-
-**Tilt:**
- Put the bezel and the game content into perspective.
- The implementation is basic, you can expect correct
- results when tilting alongside a single axis or when
- using both, but with small values.
-
- Tilt along X(Y) axis:
- Rotate the image in space
- Fov: Modulates the field of view
- Bezel multiplier:
- Can be used to adjust the bezel rotation
- in relation to the game tilt amount
-
-
-**Alternate line blanking:**
- CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
- This emulates the low pixel persistance of CRT monitors
- and reduces the motion blur, typical of LCD displays, by blanking even/odd
- screen lines on even/odd frames, by sacrificing image brightness, ofc.
-
- This feature is static, to use it
- you have to manually enable it by removing the leading: "//"
- from "//#define ALLOW_ALT_BLANK" in config.inc
-
- Frame insertion strength:
- How much the line will be blanked.
- Dark lines period:
- You can blank single line or a group of them at once.
- See what performs better on your display.
-
-
-
-
-
-
diff --git a/bezel/koko-aio/shaders/ambi_temporal_pass.slang b/bezel/koko-aio/shaders-ng/ambi_temporal_pass.slang
similarity index 51%
rename from bezel/koko-aio/shaders/ambi_temporal_pass.slang
rename to bezel/koko-aio/shaders-ng/ambi_temporal_pass.slang
index d9e0499..e895c90 100644
--- a/bezel/koko-aio/shaders/ambi_temporal_pass.slang
+++ b/bezel/koko-aio/shaders-ng/ambi_temporal_pass.slang
@@ -7,7 +7,7 @@
#define PastSampler ambi_temporal_passFeedback
-#define internalness 0.07 //The distance between the screen border and the led strip
+#define smp_internalness 0.07 //The distance between the screen border and the color sampling point
#define leds_per_strip 8 //How many leds per border
#define radius 0.001 //The base radius of the emitted light (tuned by user parameter later)
@@ -15,31 +15,55 @@
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
-layout(location = 1) out float border_min;
-layout(location = 2) out float border_max;
-layout(location = 3) out float fstep;
+layout(location = 1) out float vLedBorder_min;
+layout(location = 2) out float vLedBorder_max;
+layout(location = 3) out float vLed_step;
layout(location = 4) out float lod;
layout(location = 5) out vec2 pre_pass_coords;
layout(location = 6) out float vIs_rotated;
+layout(location = 8) out float vAMBI_POWER;
+layout(location = 9) out float vSmpBorder_min;
+layout(location = 10) out float vSmpBorder_max;
+layout(location = 11) out float vSmp_step;
+
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
- border_min=internalness ;
- border_max=1.0-internalness ;
- fstep = (border_max - border_min) / (leds_per_strip-1);
-
+ //Min/Max points to sample colors:
+ vSmpBorder_min = smp_internalness;
+ vSmpBorder_max = 1.0-smp_internalness;
+
+
+
+
+ //Move virtual leds position inside to compensate for widen effect
+ float led_internalness = AMBI_INT_OFFSET + (AMBI_STRETCH *0.025);
+
+
+ //less internalness when using bezel:
+ led_internalness -= 0.07 * DO_BEZEL;
+
+ //led_internalness = -0.18 ;
+
+ //Min/Max points to show Leds;
+ vLedBorder_min=led_internalness;
+ vLedBorder_max=1.0-led_internalness;
+
+ vLed_step = (vLedBorder_max - vLedBorder_min) / (leds_per_strip-1);
+ vSmp_step = (vSmpBorder_max - vSmpBorder_min) / (leds_per_strip-1);
+
//Calc a lod for a texture sized led_strip x led_strip
lod = log2(global.flick_and_noise_passSize.y / leds_per_strip);
-
+
//Scale to the original aspect
float in_aspect = get_in_aspect();
-
+
bool isrotated = is_rotated();
vIs_rotated = float(isrotated);
-
+
if ( need_NO_integer_scale() )
pre_pass_coords = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, in_aspect, isrotated) + vec2(0.00001);
else
@@ -55,19 +79,27 @@ void main() {
if (DO_BEZEL > 0.5)
pre_pass_coords = zoomout_coords(pre_pass_coords, -get_BEZEL_INNER_ZOOM() , 1.0);
-
-
+
+
+ //Every cycle counts!
+ vAMBI_POWER = AMBI_POWER -1;
+
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
-layout(location = 1) in float border_min;
-layout(location = 2) in float border_max;
-layout(location = 3) in float fstep;
+layout(location = 1) in float vLedBorder_min;
+layout(location = 2) in float vLedBorder_max;
+layout(location = 3) in float vLed_step;
layout(location = 4) in float lod;
layout(location = 5) in vec2 pre_pass_coords;
layout(location = 6) in float vIs_rotated;
+layout(location = 8) in float vAMBI_POWER;
+layout(location = 9) in float vSmpBorder_min;
+layout(location = 10) in float vSmpBorder_max;
+layout(location = 11) in float vSmp_step;
+
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D PastSampler;
@@ -77,60 +109,94 @@ layout(set = 0, binding = 4) uniform sampler2D flick_and_noise_pass;
-
vec3 ambi_push_pass(vec2 coords, float f_lod) {
vec3 pixel_out = textureLod(flick_and_noise_pass, coords, f_lod).rgb;
- pixel_out = apply_fuzzy_main_pass(pixel_out);
- pixel_out = pixel_push_luminance(pixel_out, AMBI_POWER-1);
+ pixel_out = pow(pixel_out, vec3(AMBI_GAMMA) );
+ pixel_out = pixel_push_luminance(pixel_out, vAMBI_POWER);
return pixel_out;
}
-vec3 circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF, float f_lod) {
- float fdistance=distance(middle, vec2(coords.x, coords.y));
- float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
- vec3 circle_color = ambi_push_pass(middle, f_lod) * circle;
- return circle_color;
+
+float fcircle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) {
+ float fdistance = distance(middle, vec2(coords.x, coords.y));
+ return (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
}
#define tol_start 0.08 //skip tolerance
#define tol_end 1-tol_start
+
+
vec3 ambi_pre_pass(vec2 coords) {
if (DO_TILT == 1.0)
coords = tilt(coords, vIs_rotated, vec2(TILT_X, TILT_Y));
-
-
+
//Skip coords in the rect "under the tube"
if (coords.x > tol_start &&
coords.x < tol_end &&
coords.y > tol_start &&
coords.y < tol_end)
return vec3(0.0);
-
+ //Stretch the lights?
+ float z1=distance(vec2(0.5,0.5), coords);
+ vec2 zoomed_coords = zoomxy(coords, vec2(1+z1));
+ coords = mix(coords, zoomed_coords, AMBI_STRETCH*0.5);
+ float lAMBI_FALLOFF = AMBI_FALLOFF + (z1 * AMBI_STRETCH*0.5);
//Finally, emulate leds.
vec3 pixel_out = vec3(0.0);
- float middle_x; float middle_y ;
- middle_x=border_min;
- for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) {
- pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
- }
- middle_x=border_max;
- for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) {
- pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
- }
- middle_y=border_min;
- for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) {
- pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
- }
- middle_y=border_max;
- for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) {
- pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
- }
+ vec2 smp_point; //The coords where the source color is sampled
+ vec2 led_point; //The coords where the led is shown
- return pixel_out;
+
+
+ //LEFT strip
+ led_point = vec2(vLedBorder_min);
+ smp_point = vec2(vSmpBorder_min);
+ for (int i=1 ; i <= leds_per_strip ; i++) {
+ float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
+ vec3 circle_color = ambi_push_pass(smp_point, lod);
+ pixel_out += circle_shape * circle_color;
+ led_point.y += vLed_step;
+ smp_point.y += vSmp_step;
+ }
+
+ //RIGHT strip
+ led_point = vec2(vLedBorder_max, vLedBorder_min);
+ smp_point = vec2(vSmpBorder_max, vSmpBorder_min);
+ for (int i=1 ; i <= leds_per_strip ; i++) {
+ float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
+ vec3 circle_color = ambi_push_pass(smp_point, lod);
+ pixel_out += circle_shape * circle_color;
+ led_point.y += vLed_step;
+ smp_point.y += vSmp_step;
+ }
+
+ //TOP strip
+ led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_min);
+ smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_min);
+ for (int i=1 ; i <= leds_per_strip-2 ; i++) {
+ float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
+ vec3 circle_color = ambi_push_pass(smp_point, lod);
+ pixel_out += circle_shape * circle_color;
+ led_point.x += vLed_step;
+ smp_point.x += vSmp_step;
+ }
+
+ //BOTTOM strip
+ led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_max);
+ smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_max);
+ for (int i=1 ; i <= leds_per_strip-2 ; i++) {
+ float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
+ vec3 circle_color = ambi_push_pass(smp_point, lod);
+ pixel_out += circle_shape * circle_color;
+ led_point.x += vLed_step;
+ smp_point.x += vSmp_step;
+ }
+ //pixel_out = pow(pixel_out, 1/vec3(AMBI_GAMMA));
+ return pow(pixel_out, 1/vec3(1+AMBI_STRETCH));
}
@@ -164,13 +230,13 @@ vec4 pixel_ambilight(vec2 local_pre_pass_coords) {
vec3 past_pixel = past_pixel_vec4.rgb;
float scene_change_remaining = past_pixel_vec4.a;
-
+
float past_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a;
float present_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a;
float diff_avg_lum = abs(past_avg_lum - present_avg_lum);
if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) {
- scene_change_remaining = 1.0;
+ scene_change_remaining = 1/AMBI_FAST_STEP;
}
// Are we changing scene?
@@ -181,25 +247,27 @@ vec4 pixel_ambilight(vec2 local_pre_pass_coords) {
} else {
mystep = abs((past_pixel - present_pixel) / MAX_STEPS); //OK
}
-
+
return vec4(ambi_step_rgb(past_pixel, present_pixel, mystep), scene_change_remaining);
}
//3.0 makes scene detection not working.
#define FRAME_DIVIDER 2.0
-void main() {
+void main() {
if (DO_AMBILIGHT != 1.0)
- return;
+ return;
-
- if ( mod(params.FrameCount,FRAME_DIVIDER) != 0.0) {
+ //Nvidia + flycast core + glcore goes crazy with modulo operation and instead of returning 0,1,2 0,1,2 they returns 1,2,3 1,2,3 and so on.
+ //Don't check for != 0.0 here, but use != 1.0.
+ //Also this particular bug does not seem to happen in the last pass.
+ if ( mod(params.FrameCount, FRAME_DIVIDER) != 1.0) {
vec4 past_sampler = texture(PastSampler, vTexCoord);
past_sampler = max(past_sampler, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime.
FragColor = past_sampler;
return;
}
-
-
+
+
FragColor = pixel_ambilight(pre_pass_coords);
}
diff --git a/bezel/koko-aio/shaders/avglum_pass.slang b/bezel/koko-aio/shaders-ng/avglum_pass.slang
similarity index 91%
rename from bezel/koko-aio/shaders/avglum_pass.slang
rename to bezel/koko-aio/shaders-ng/avglum_pass.slang
index 8db583d..c2937d6 100644
--- a/bezel/koko-aio/shaders/avglum_pass.slang
+++ b/bezel/koko-aio/shaders-ng/avglum_pass.slang
@@ -14,6 +14,7 @@ layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float lod;
+layout(location = 2) out vec2 vFuzzy_main_pass_stage_1;
#include "includes/functions.include.slang"
@@ -25,11 +26,17 @@ void main() {
if (DO_GAME_GEOM_OVERRIDE > 0.5)
vTexCoord = content_geom_override(vTexCoord, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
+
+ //Get fuzzy mul and pow factor
+ vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
+
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float lod;
+layout(location = 2) in vec2 vFuzzy_main_pass_stage_1;
+
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D flick_and_noise_pass;
layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
@@ -46,7 +53,7 @@ layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
#define RGB_TO_GRAYSCALE = vec3(0.299, 0.587, 0.114)
float get_avg_lum_from_mip() {
vec3 mip = textureLod(flick_and_noise_pass, vec2(0.5,0.5),20.0).rgb;
- mip = apply_fuzzy_main_pass(mip);
+ mip = apply_fuzzy_main_pass_stage_2(mip, vFuzzy_main_pass_stage_1);
//return (mip.r+mip.g+mip.b)/3.0;
return rgb_to_gray(mip);
}
@@ -74,7 +81,7 @@ float get_avglum() {
if (reduced_sampling_co) {
//in the reduced sampling zone, only update at right time; else return the previous frame.
- bool reduced_sample_time_is_now = (mod(params.FrameCount,AMBI_AVGLUM_DIVIDER) == 0);
+ bool reduced_sample_time_is_now = (mod(params.FrameCount,AMBI_AVGLUM_DIVIDER) == 1); // (== 0 may be problematic for flycast + nvidia + glcore)
if (reduced_sample_time_is_now)
return get_avg_lum_from_mip();
float avglum_feedback = texture(avglum_passFeedback,vTexCoord).a;
diff --git a/bezel/koko-aio/shaders/bloom_pass_1.slang b/bezel/koko-aio/shaders-ng/bloom_pass_1.slang
similarity index 67%
rename from bezel/koko-aio/shaders/bloom_pass_1.slang
rename to bezel/koko-aio/shaders-ng/bloom_pass_1.slang
index eba32db..537a8c4 100644
--- a/bezel/koko-aio/shaders/bloom_pass_1.slang
+++ b/bezel/koko-aio/shaders-ng/bloom_pass_1.slang
@@ -3,24 +3,32 @@
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
+#include "includes/functions.include.slang"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out vec2 vFuzzy_main_pass_stage_1;
void main() {
- gl_Position = global.MVP * Position;
- vTexCoord = TexCoord;
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord;
+
+ //Get fuzzy mul and pow factor
+ vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in vec2 vFuzzy_main_pass_stage_1;
+
layout(location = 0) out vec4 FragColor;
+
layout(set = 0, binding = 1) uniform sampler2D colortools_and_ntsc_pass;
-#include "includes/functions.include.slang"
+//#include "includes/functions.include.slang"
#include "includes/blooms.include.slang"
void main() {
@@ -37,7 +45,7 @@ void main() {
0.0,
0.0
);
- bloomed = apply_fuzzy_main_pass(bloomed);
+ bloomed = apply_fuzzy_main_pass_stage_2(bloomed, vFuzzy_main_pass_stage_1);
FragColor = vec4(bloomed, 1.0);
}
diff --git a/bezel/koko-aio/shaders/bloom_pass_2.slang b/bezel/koko-aio/shaders-ng/bloom_pass_2.slang
similarity index 100%
rename from bezel/koko-aio/shaders/bloom_pass_2.slang
rename to bezel/koko-aio/shaders-ng/bloom_pass_2.slang
diff --git a/bezel/koko-aio/shaders/bloom_pass_3.slang b/bezel/koko-aio/shaders-ng/bloom_pass_3.slang
similarity index 100%
rename from bezel/koko-aio/shaders/bloom_pass_3.slang
rename to bezel/koko-aio/shaders-ng/bloom_pass_3.slang
diff --git a/bezel/koko-aio/shaders/bloom_pass_4.slang b/bezel/koko-aio/shaders-ng/bloom_pass_4.slang
similarity index 70%
rename from bezel/koko-aio/shaders/bloom_pass_4.slang
rename to bezel/koko-aio/shaders-ng/bloom_pass_4.slang
index 29c0f98..4b9889c 100644
--- a/bezel/koko-aio/shaders/bloom_pass_4.slang
+++ b/bezel/koko-aio/shaders-ng/bloom_pass_4.slang
@@ -3,28 +3,63 @@
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
+#include "includes/functions.include.slang"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
+
layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out vec2 vFuzzy_main_pass_stage_1;
+layout(location = 2) out vec3 vTemperature_rgb;
+layout(location = 3) out vec3 vTemperature_rgb_gamma_in;
void main() {
- gl_Position = global.MVP * Position;
- vTexCoord = TexCoord;
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord;
+
+ //Get fuzzy mul and pow factor
+ vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
+
+ //BLOOM temperature note (**)
+ /* We would need to revert color temperature before the bloom
+ * and then re-apply the temperature or bloom would colorize whites with the color
+ * temperature value!
+ * in theory the temperature "revert" should be done before the BLOOM_GAMMA (gamma in) application,
+ * so before bloom pass 1, but it seems we can do it in the final stage by dividing bloomed
+ * for pow(vTemperature_rgb, BLOOM_GAMMA), apply bloom gains and tweaks, and then
+ * multiply bloomed for vTemperature_rgb
+ */
+
+ if (TEMPERATURE == 6500 || DO_CCORRECTION == 0.0) {
+ vTemperature_rgb = vec3(1.0);
+ vTemperature_rgb_gamma_in = vec3(1.0);
+ } else {
+ vTemperature_rgb = kelvin2rgb(TEMPERATURE);
+ vTemperature_rgb_gamma_in = pow(vTemperature_rgb, vec3(BLOOM_GAMMA));
+ }
+ //debug
+ //vTemperature_rgb = vec3(1.0);
+ //vTemperature_rgb_gamma_in = vec3(1.0);
+
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in vec2 vFuzzy_main_pass_stage_1;
+layout(location = 2) in vec3 vTemperature_rgb;
+layout(location = 3) in vec3 vTemperature_rgb_gamma_in;
+
layout(location = 0) out vec4 FragColor;
+
layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
layout(set = 0, binding = 3) uniform sampler2D flick_and_noise_pass;
layout(set = 0, binding = 4) uniform sampler2D bloom_pass_finalFeedback;
-#include "includes/functions.include.slang"
+//#include "includes/functions.include.slang"
#include "includes/blooms.include.slang"
#define offset 0.5890486225480862 // TAU/8.0/4.0*3.0
@@ -41,7 +76,7 @@ layout(set = 0, binding = 4) uniform sampler2D bloom_pass_finalFeedback;
float get_avg_lum_from_mip(sampler2D tex, vec2 co, float lod) {
vec3 mip = textureLod(flick_and_noise_pass, co, lod).rgb;
- mip = apply_fuzzy_main_pass(mip);
+ mip = apply_fuzzy_main_pass_stage_2(mip, vFuzzy_main_pass_stage_1);
//return (mip.r+mip.g+mip.b)/3.0;
float luminance_from_feedback = rgb_to_gray(mip);
float luminance_first_pass = texture(bloom_pass_finalFeedback,vTexCoord).a;
@@ -84,6 +119,9 @@ void main() {
0.0
);
+ bloomed = bloomed / vTemperature_rgb_gamma_in; //see note (**) in vertex shader
+
+
bloomed = pow(bloomed,vec3(BLOOM_GAMMA_OUT));
bloomed = pixel_push_luminance(bloomed, BLOOM_POWER);
@@ -122,6 +160,7 @@ void main() {
bloomed = bloomed * bloom_mix_adapted * over_white_correction ;
+ bloomed = bloomed * vTemperature_rgb; //see note (**) in vertex shader
FragColor = vec4(bloomed, zone_luminance);
diff --git a/bezel/koko-aio/shaders/colortools_and_ntsc_pass.slang b/bezel/koko-aio/shaders-ng/colortools_and_ntsc_pass.slang
similarity index 52%
rename from bezel/koko-aio/shaders/colortools_and_ntsc_pass.slang
rename to bezel/koko-aio/shaders-ng/colortools_and_ntsc_pass.slang
index 03e51a1..bcb9b34 100644
--- a/bezel/koko-aio/shaders/colortools_and_ntsc_pass.slang
+++ b/bezel/koko-aio/shaders-ng/colortools_and_ntsc_pass.slang
@@ -1,4 +1,33 @@
#version 450
+
+
+#define CWHITE vec3(1.0)
+#define CGRAY vec3(0.5)
+#define CBLACK vec3(0.0)
+#define CPURPLE vec3(1.0,0.0,1.0)
+#define CRED vec3(1.0,0.0,0.0)
+#define CGREEN vec3(0.0,1.0,0.0)
+#define CBLUE vec3(0.0,0.0,1.0)
+#define CYELLOW vec3(1.0,1.0,0.0)
+#define CCUSTOM vec3(0.3,0.5,0.1)
+
+#define DEBUG_COLOR vec3(1.0)
+#define DEBUG_BLINK_TIME 30
+#define DEBUG_GRADIENT_STEPS 64
+
+
+
+//#define DEBUG
+ //#define DEBUG_COLOR_CALIB
+ #define DEBUG_TIME_FADE
+ //#define DEBUG_SOLID_COLOR
+ //#define DEBUG_STEP_GRADIENT
+ //#define DEBUG_STEP_GRADIENT_V
+ //#define DEBUG_BLINK
+ //#define DEBUG_BLINK_CIRCLE
+ //#define DEBUG_COLORWHEEL
+
+
#include "config.inc"
#define NTSC_FILTER_WIDTH_MAX 25
@@ -32,7 +61,9 @@ float hann(float n, float N) {
float sinc(float x) {
//if (x == 0.0) return 1.0;
x = x + eps;
- return sin(pi*x) / (pi*x);
+ return sin(pi*x) / (pi*x);
+ //FIXME maybe faster (parallelism) with:
+ //return sin( pi*(x+eps) / (pi*(x+eps) ) );
}
@@ -77,6 +108,16 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D colortools_and_ntsc_passFeedback;
+vec3 colorwheel(vec2 uv){
+ float timeoffset = params.FrameCount / 120.0;
+ vec2 uvc = -1.0 * ((2.0 * uv) - 1.0);
+ float dist = length(uvc);
+ float ang = (atan(uvc.y, uvc.x) + pi) / (2.0 * pi) - timeoffset;
+ ang = mod(ang, 1.0);
+ vec3 colHSV = vec3(ang, 1.0, dist);
+ return hsv2rgb(colHSV);
+}
+
// Colorspace conversion matrix for YIQ-to-RGB
const mat3 YIQ2RGB = mat3(1.000, 1.000, 1.000,
0.956,-0.272,-1.106,
@@ -123,54 +164,123 @@ vec4 ntscdec(vec2 uv) {
float artifacts_mask = abs(YIQ_processed.y) + abs(YIQ_processed.z) +
abs(YIQ_processed_shifted.y) + abs(YIQ_processed_shifted.z);
+
+ //artifacts_mask = pow(artifacts_mask, 0.25);
+
return vec4(YIQ_result * YIQ2RGB, artifacts_mask);
}
+vec3 gradient(vec3 start, vec3 end, float m, float q){
+ m = ceil(m*q)/q;
+ return mix(start, end, m);
+}
+
vec3 debug() {
+//Just test patterns here
vec3 pixel_debug;
- float blink_time = 120;
- vec2 center = vTexCoord - vec2(0.5,0.5);
- float radius = 0.1;
- pixel_debug = vec3(1 - step(radius, length(center)));
- pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
+
+ #ifdef DEBUG_TIME_FADE
+ float time_fade = abs(sin(params.FrameCount/3.14/20));
+ vec3 color_fade = DEBUG_COLOR * time_fade;
+ pixel_debug = color_fade;
+
+ #elif defined DEBUG_SOLID_COLOR
+ pixel_debug = DEBUG_COLOR;
+
+ #elif defined DEBUG_GRADIENT
+ pixel_debug = DEBUG_COLOR * vTexCoord.x;
+
+ #elif defined DEBUG_STEP_GRADIENT
+ pixel_debug = DEBUG_COLOR * floor(vTexCoord.x* DEBUG_GRADIENT_STEPS )/ DEBUG_GRADIENT_STEPS ;
+
+ #elif defined DEBUG_STEP_GRADIENT_V
+ pixel_debug = DEBUG_COLOR * floor(vTexCoord.y* DEBUG_GRADIENT_STEPS )/ DEBUG_GRADIENT_STEPS ;
+
+ #elif defined DEBUG_BLINK
+ if (mod(params.FrameCount, DEBUG_BLINK_TIME*2) < DEBUG_BLINK_TIME)
+ pixel_debug = vec3(0.2) ;
+ else
+ pixel_debug = DEBUG_COLOR;
+
+ #elif defined DEBUG_BLINK_CIRCLE
+ vec2 center = vTexCoord - vec2(0.5,0.5);
+ float radius = 0.1;
+ pixel_debug = vec3(1 - step(radius, length(center)));
+ pixel_debug *= float( ( mod(params.FrameCount, DEBUG_BLINK_TIME * 2) < DEBUG_BLINK_TIME));
+ pixel_debug *= DEBUG_COLOR;
+
+ #elif defined DEBUG_COLORWHEEL
+ pixel_debug = colorwheel(vTexCoord);
+
+ #elif defined DEBUG_COLOR_CALIB
+ pixel_debug = vec3(0.0);
+ if (vTexCoord.y < 0.1)
+ pixel_debug = gradient(CBLACK, CBLUE, vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.2)
+ pixel_debug = gradient(CBLACK, CGREEN, vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.3)
+ pixel_debug = gradient(CBLACK, vec3(0.0,1.0,1.0), vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.4)
+ pixel_debug = gradient(CBLACK, CRED, vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.5)
+ pixel_debug = gradient(CBLACK, CPURPLE, vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.6)
+ pixel_debug = gradient(CBLACK, CYELLOW, vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.7)
+ pixel_debug = gradient(CBLACK, CWHITE, vTexCoord.x, DEBUG_GRADIENT_STEPS);
+ else if (vTexCoord.y < 0.8)
+ pixel_debug = gradient(vec3(0.9), vec3(1.0), vTexCoord.x, 8);
+ else if (vTexCoord.y < 0.9)
+ pixel_debug = gradient(vec3(0.0), vec3(0.1), vTexCoord.x, 8);
+ #endif
+
return pixel_debug;
}
void main() {
-
- //FragColor = vec4(debug(), 1.0); return;
-
+
//This will go into alpha channel to make glow aware of it and blur more.
//It could be configurable.
- float artifacts = 0.0;
-
vec3 pixel_out;
- if (DO_NTSC_ARTIFACTS > 0.5) {
- vec3 pixel_source = texture(Source, vTexCoord).rgb;
- vec4 pixel_out_vec4 = ntscdec(vTexCoord);
- pixel_out = pixel_out_vec4.rgb;
+ float artifact_mask = 0.0;
- artifacts = pixel_out_vec4.a;
- //artifacts = mix(artifacts, texture(colortools_and_ntsc_passFeedback, vTexCoord).a, 0.5); <-- this helps
-//FragColor = vec4(artifacts); return;
-
-/*
- //artifacts = pow(artifacts, IN_GLOW_NTSC_ARTF_TRSH * 8.0);
- artifacts = artifacts * IN_GLOW_NTSC_ARTF_MULT;
- artifacts = smoothstep(IN_GLOW_NTSC_ARTF_TRSH, 1.0, artifacts);
- //artifacts = min(artifacts, 1.0); //<- useless since clamp happens if not uising float framebuffer.
-*/
+
+ if (DO_NTSC_ARTIFACTS > 0.5) {
+ //Get ntsc picture
+ vec4 ntsc_decoded = ntscdec(vTexCoord);
+ //apply the minimum treshold to artifact mask
+ artifact_mask = smoothstep(NTSC_ARTF_TRSH, 1.0, ntsc_decoded.a)*1.0;
+
+ //Optionally completely cut-off artifacts under treshold:
+ vec3 pixel_clean = texture(Source, vTexCoord).rgb;
+ ntsc_decoded = mix(ntsc_decoded, vec4(pixel_clean, 0.0) , (1-artifact_mask)*NTSC_ARTF_ZAP );
+ //Update the artifact mask if something has been cancelled
+ artifact_mask = min(artifact_mask, ntsc_decoded.a);
+
+ //artifact_mask = clamp (artifact_mask*1.0, 0.0,1.0);
+ artifact_mask *= 2.0;
+
+
+ pixel_out = ntsc_decoded.rgb;
} else {
+
pixel_out = texture(Source, vTexCoord).rgb;
}
+
+
+ #ifdef DEBUG
+ //Vant "debug" ntsc artifacts because it samples from source (original)
+ pixel_out = debug();
+ #endif
+
+ FragColor = vec4(pixel_out, 1.0);
+
if (DO_CCORRECTION == 1.0)
pixel_out = color_tools(pixel_out, vTemperature_rgb);
-
-
if (DO_DOT_MATRIX + DOT_M_MBLUR_STR > 1.0) {
vec3 feedback = texture(colortools_and_ntsc_passFeedback, vTexCoord).rgb;
@@ -187,13 +297,8 @@ void main() {
}
- FragColor = vec4(pixel_out, artifacts);
-
-
-
- // FragColor = vec4(artifacts);
-
-
+ FragColor = vec4(pixel_out, artifact_mask);
+ //FragColor = vec4(artifacts);
}
diff --git a/bezel/koko-aio/shaders/config.globals.inc b/bezel/koko-aio/shaders-ng/config.globals.inc
similarity index 70%
rename from bezel/koko-aio/shaders/config.globals.inc
rename to bezel/koko-aio/shaders-ng/config.globals.inc
index 90ec60c..85594a8 100644
--- a/bezel/koko-aio/shaders/config.globals.inc
+++ b/bezel/koko-aio/shaders-ng/config.globals.inc
@@ -12,7 +12,7 @@
* #define DO_CCORRECTION global.DO_CCORRECTION
* turns to
* #define DO_CCORRECTION 0.0
- *
+ *
*
* Since everything after "//" is ignored,
* you can even do something like:
@@ -71,8 +71,11 @@
#define NTSC_FILTER_FC global.NTSC_FILTER_FC
#define NTSC_MIX global.NTSC_MIX
#define NTSC_PHASE_SHIFT global.NTSC_PHASE_SHIFT
-
-
+ #define NTSC_ARTF_NOBLUR global.NTSC_ARTF_NOBLUR
+ #define NTSC_ARTF_NOBLEED global.NTSC_ARTF_NOBLEED
+ #define NTSC_ARTF_TRSH global.NTSC_ARTF_TRSH
+ #define NTSC_SHOW_ARTF_MASK global.NTSC_SHOW_ARTF_MASK
+ #define NTSC_ARTF_ZAP global.NTSC_ARTF_ZAP
#define DO_RF_NOISE global.DO_RF_NOISE
#define RF_NOISE_STRENGTH global.RF_NOISE_STRENGTH
@@ -108,41 +111,13 @@
#define IN_GLOW_SHOW_ARTF_MASK global.IN_GLOW_SHOW_ARTF_MASK
-#define DO_VMASK_AND_DARKLINES global.DO_VMASK_AND_DARKLINES
- #define MASK_COMPENSATION global.MASK_COMPENSATION
- #define RGB_MASK_STRENGTH global.RGB_MASK_STRENGTH
- #define VMASK_OVERWHITE params.VMASK_OVERWHITE
- #define VMASK_DARKLINE_SCALE params.VMASK_DARKLINE_SCALE
- #define VMASK_GAP params.VMASK_GAP
- #define VMASK_USE_DUMB global.VMASK_USE_DUMB
- #define VMASK_USE_GM params.VMASK_USE_GM
- #define DARKLINES_STRENGTH global.DARKLINES_STRENGTH
- #define DRKLN_OVERWHITE params.DRKLN_OVERWHITE
- #define DARKLINES_VOFFSET params.DARKLINES_VOFFSET
- #define DARKLINES_PERIOD params.DARKLINES_PERIOD
-
-
-
#define DO_HALO global.DO_HALO
- #define HALO_W params.HALO_W
- #define HALO_H params.HALO_H
+ #define HALO_SHARPNESS params.HALO_SHARPNESS
+ #define HALO_NO_PREGAIN params.HALO_NO_PREGAIN
#define HALO_POWER params.HALO_POWER
#define HALO_GAMMA params.HALO_GAMMA
#define HALO_VS_SCAN params.HALO_VS_SCAN
-
-
-#define DO_SCANLINES global.DO_SCANLINES
- #define SCANLINE_DARK params.SCANLINE_DARK
- #define SCANLINE_MIN global.SCANLINE_MIN
- #define SCANLINE_MAX global.SCANLINE_MAX
- #define SCANLINES_BLEEDING global.SCANLINES_BLEEDING
- #define SCANLINE_FLICKERING global.SCANLINE_FLICKERING
- #define SCANLINE_FLICKERING_POWER global.SCANLINE_FLICKERING_POWER
- #define SCANLINE_DISABLE_ON_INTERLACE global.SCANLINE_DISABLE_ON_INTERLACE
- #define SCANLINE_MINMAX_GAMMA global.SCANLINE_MINMAX_GAMMA
- #define SCANLINE_SM_TYPE global.SCANLINE_SM_TYPE
- #define SCANLINE_SM_STRENGTH global.SCANLINE_SM_STRENGTH
- #define SCANLINE_SM_VOFFSET global.SCANLINE_SM_VOFFSET
+ #define HALO_GAMMA_OUT params.HALO_GAMMA_OUT
@@ -207,7 +182,7 @@
#define BG_IMAGE_WRAP_MODE global.BG_IMAGE_WRAP_MODE
#define BG_IMAGE_NIGHTIFY global.BG_IMAGE_NIGHTIFY
-#define DO_BACKDROP global. DO_BACKDROP
+#define DO_BACKDROP global.DO_BACKDROP
#define BACKDROP_OFFX global.BACKDROP_OFFX
#define BACKDROP_OFFY global.BACKDROP_OFFY
#define BACKDROP_ZOOM global.BACKDROP_ZOOM
@@ -217,10 +192,14 @@
#define AMBI_STEPS global.AMBI_STEPS
#define AMBI_FALLOFF global.AMBI_FALLOFF
#define AMBI_POWER global.AMBI_POWER
+ #define AMBI_GAMMA global.AMBI_GAMMA
+ #define AMBI_STRETCH params.AMBI_STRETCH
#define AMBI_OVER_BEZEL global.AMBI_OVER_BEZEL
#define AMBI_OVER_BEZEL_SIZE global.AMBI_OVER_BEZEL_SIZE
#define AMBI_BG_IMAGE_BLEND_MODE global.AMBI_BG_IMAGE_BLEND_MODE
#define AMBI_BG_IMAGE_FORCE global.AMBI_BG_IMAGE_FORCE
+ #define AMBI_ADD_ON_BLACK params.AMBI_ADD_ON_BLACK
+ #define AMBI_INT_OFFSET params.AMBI_INT_OFFSET
//Global aspect ratio related
#define ASPECT_X global.ASPECT_X
@@ -228,7 +207,7 @@
#define DO_DYNZOOM global.DO_DYNZOOM
- #define DYNZOOM_FACTOR global.DYNZOOM_FACTOR
+ #define DYNZOOM_FACTOR 80 //global.DYNZOOM_FACTOR
#define DO_ALT_BLANK global.DO_ALT_BLANK
@@ -249,6 +228,7 @@
#define GAME_GEOM_VSHIFT global.GAME_GEOM_VSHIFT
#define GAME_GEOM_HSHIFT global.GAME_GEOM_HSHIFT
#define GAME_GEOM_ZOOM global.GAME_GEOM_ZOOM
+ #define GAME_GEOM_OFF_FIX global.GAME_GEOM_OFF_FIX
#define DO_TILT global.DO_TILT
#define TILT_X global.TILT_X
@@ -271,3 +251,58 @@
#define DOT_M_MULTIPLY global.DOT_M_MULTIPLY
#define DOT_M_SHADOW_STR global.DOT_M_SHADOW_STR
#define DOT_M_SHADOW_OFF global.DOT_M_SHADOW_OFF
+
+ #define MIN_LINES_INTERLACED global.MIN_LINES_INTERLACED
+
+#define DO_PIXELGRID global.DO_PIXELGRID
+ #define PIXELGRID_OVERMASK global.PIXELGRID_OVERMASK
+ #define DO_PIXELGRID_W global.DO_PIXELGRID_W
+ #define DO_PIXELGRID_H global.DO_PIXELGRID_H
+ //#define PIXELGRID_HMASK_NO_BRIGHT global.PIXELGRID_HMASK_NO_BRIGHT
+ #define PIXELGRID_MIN_H global.PIXELGRID_MIN_H
+ #define PIXELGRID_MIN_W global.PIXELGRID_MIN_W
+ #define PIXELGRID_MAX_H global.PIXELGRID_MAX_H
+ #define PIXELGRID_MAX_W global.PIXELGRID_MAX_W
+ #define PIXELGRID_SIZE_W global.PIXELGRID_SIZE_W
+ #define PIXELGRID_GAMMA_H global.PIXELGRID_GAMMA_H
+ #define PIXELGRID_SMOOTH_W global.PIXELGRID_SMOOTH_W
+ #define PIXELGRID_SMOOTH_H global.PIXELGRID_SMOOTH_H
+ #define PIXELGRID_MUL_X global.PIXELGRID_MUL_X
+ #define PIXELGRID_NO_INTERBLEED_W global.PIXELGRID_NO_INTERBLEED_W
+ #define PIXELGRID_NO_INTERBLEED_H global.PIXELGRID_NO_INTERBLEED_H
+ #define PIXELGRID_H_DEDOT global.PIXELGRID_H_DEDOT
+ #define PIXELGRID_BASAL_GRID global.PIXELGRID_BASAL_GRID
+
+ #define PIXELGRID_DECON_R_H global.PIXELGRID_DECON_R_H
+ #define PIXELGRID_DECON_G_H global.PIXELGRID_DECON_G_H
+ #define PIXELGRID_DECON_B_H global.PIXELGRID_DECON_B_H
+
+ #define PIXELGRID_Y_MASK global.PIXELGRID_Y_MASK
+ #define PIXELGRID_Y_MASK_HEIGHT global.PIXELGRID_Y_MASK_HEIGHT
+ #define PIXELGRID_Y_MASK_OFFSET global.PIXELGRID_Y_MASK_OFFSET
+ #define PIXELGRID_Y_MASK_STEEP global.PIXELGRID_Y_MASK_STEEP
+ #define PIXELGRID_Y_MASK_ON_WHITE global.PIXELGRID_Y_MASK_ON_WHITE
+ #define PIXELGRID_Y_MASK_COORDS global.PIXELGRID_Y_MASK_COORDS
+ #define PIXELGRID_OFFSET_CORE global.PIXELGRID_OFFSET_CORE
+ #define PIXELGRID_Y_MASK_SHIFT global.PIXELGRID_Y_MASK_SHIFT
+ #define PIXELGRID_Y_SPARK global.PIXELGRID_Y_SPARK
+
+
+ #define PIXELGRID_R_SHIFT global.PIXELGRID_R_SHIFT
+ #define PIXELGRID_G_SHIFT global.PIXELGRID_G_SHIFT
+ #define PIXELGRID_B_SHIFT global.PIXELGRID_B_SHIFT
+ #define PIXELGRID_H_COUNT global.PIXELGRID_H_COUNT
+ #define PIXELGRID_H_PRST global.PIXELGRID_H_PRST
+
+ #define PIXELGRID_INTR_FLICK_MODE global.PIXELGRID_INTR_FLICK_MODE
+ #define PIXELGRID_INTR_FLICK_POWR global.PIXELGRID_INTR_FLICK_POWR
+ #define PIXELGRID_INTR_DISABLE_Y global.PIXELGRID_INTR_DISABLE_Y
+
+
+ #define PIXELGRID_GAMMA_W global.PIXELGRID_GAMMA_W
+
+ #define DELTA_RENDER_FORCE_REFRESH global.DELTA_RENDER_FORCE_REFRESH
+ #define DELTA_RENDER_CHECK_AREA global.DELTA_RENDER_CHECK_AREA
+
+ #define SERVICE1 global.SERVICE1
+ #define SERVICE2 global.SERVICE2
diff --git a/bezel/koko-aio/shaders/config.inc b/bezel/koko-aio/shaders-ng/config.inc
similarity index 62%
rename from bezel/koko-aio/shaders/config.inc
rename to bezel/koko-aio/shaders-ng/config.inc
index 22f7777..0168563 100644
--- a/bezel/koko-aio/shaders/config.inc
+++ b/bezel/koko-aio/shaders-ng/config.inc
@@ -65,13 +65,13 @@
// The following will allow to sample at reduced interval
// The scene change detection logic will take advantage of it
// So that quick fades will still be treated as scene changes
-#define AMBI_AVGLUM_DIVIDER 4
+#define AMBI_AVGLUM_DIVIDER 3
// The following defines the speed of the color fades
// when changing scene. (range 0..1)
// It is wise to correlate it with avglum_divider
// try between (1/avglum_divider) and (1/avglum_divider)/3
-//#define AMBI_FAST_STEP 0.125
+//#define AMBI_FAST_STEP 0.125
#define AMBI_FAST_STEP 0.25
@@ -85,58 +85,52 @@
//Setting the glow/halo sharpness parameter to this
//will skip the blurring phase and lowers the gpu use
//Set this to the same value as used for the maximum
- //of IN_GLOW_W/H, HALO_W/H
+ //of IN_GLOW_W/H, HALO_SHARPNESS
#define GLOW_SHARP_MAX 7
//Minumum glow sharpness
//I set this to allow negative values for glow sharpness
//that will calc their values from light spread amount
#define MIN_IN_GLOW_SHARP 0.40
- //Setting glow to blur bias parameter to this
- //will skip the glow/blur mix codem and just return
- //the blurred image
- //Set this to the same value as used for the maximum
- //of IN_GLOW_BIAS
+
+ //Setting glow to blur bias parameter to this will skip the glow/blur
+ //mix code and just return the blurred image
+ //Set this to the same value as used for the maximum for IN_GLOW_BIAS pragma
#define IN_GLOW_BIAS_MAX 1.0
//Try to keep blur sizes consistent across input resolutions
#define SCALEMOD_X 360
#define SCALEMOD_Y 270
-#define NEW_SCALEMOD_X (params.OriginalSize.x/360.0 / 2.2)
-#define NEW_SCALEMOD_Y (params.OriginalSize.y/270.0 / 2.2)
-
- // When Glow sharpness is controlled by light spread amount
- // The following ratio is used, the lower, the blurrier:
-#define IN_GLOW_SHARPNESS_SPREAD_RATIO_W 0.8334
-#define IN_GLOW_SHARPNESS_SPREAD_RATIO_H 2.0
-
-
+#define NEW_SCALEMOD_X (global.flick_and_noise_passSize.x/(360.0*2.0) / 2.2)
+#define NEW_SCALEMOD_Y (global.flick_and_noise_passSize.y/(270.0*2.0) / 2.2)
// MISC STATIC CONFIG ##########################################################################################
- //Consider content interlaced if lines are more than this
-#define MIN_LINES_INTERLACED 380
-
- //Static dithering applied over vignette and spot
-#define NOISEPOWER 5/1000.0
- //Temporal noise strength applied over ambient lights
-#define NOISEPOWER_AMBI_MUL 13/1000.0
-
//Experimental alternating blanking feature has been disabled by default, you can enable it by
//uncommenting the following line:
//#define ALLOW_ALT_BLANK
+ //Halve rendering refresh on bezel and ambilight to spare gpu cycles:
+#define HALVE_BORDER_UPDATE 1.0
+
+ //Renders only changed parts of screen.
+#define DELTA_RENDER 0.0
+
+ //Static dithering applied over vignette and spot
+#define NOISEPOWER 5/1000.0
+ //Temporal noise strength applied on green over ambient lights (multiplied by NOISEPOWER)
+#define NOISEPOWER_AMBI_MUL 8.0
+
//Should texture wrapping be allowed as a shader parameter?
//since it causes branching, better set it as a static value.
#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER
-
//Gap size in pixel for 1X to 4X mask scaling:
#define GAP_SIZE_PER_SCALE vec4(1.0, 1.0, 2.0, 2.0)
-
+
// STATIC CONFIG ENDS HERE ##########################################################################################
@@ -159,22 +153,18 @@ layout(push_constant) uniform Push {
vec4 final_passSize;
uint FrameCount;
- float SCANLINE_DARK;
- float VMASK_OVERWHITE ;
- float VMASK_DARKLINE_SCALE;
- float VMASK_GAP;
- float VMASK_USE_GM;
- float DRKLN_OVERWHITE ;
- float DARKLINES_VOFFSET ;
- float DARKLINES_PERIOD ;
- float HALO_W ;
- float HALO_H ;
+ float HALO_SHARPNESS ;
+ float HALO_NO_PREGAIN;
float HALO_POWER ;
float HALO_GAMMA ;
+ float HALO_GAMMA_OUT;
float HALO_VS_SCAN ;
float DO_BLOOM ; //4
float BLOOM_QUALITY ; //1
-
+ float AMBI_ADD_ON_BLACK;
+ float AMBI_STRETCH;
+ float AMBI_INT_OFFSET ;
+
} params;
layout(std140, set = 0, binding = 0) uniform UBO {
@@ -183,9 +173,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
vec4 FinalViewportSize;
vec4 in_glow_passSize;
vec4 FXAA_passSize;
- //vec4 main_passSize;
- //vec4 monitor_bodySize;
- //vec4 bgSize;
+
vec4 avglum_passSize;
vec4 flick_and_noise_passSize;
vec4 colortools_and_ntsc_passSize;
@@ -195,24 +183,19 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float COLOR_MONO_HUE2;
float COLOR_MONO_HUE_BIAS;
- float DO_SCANLINES;
float DO_IN_GLOW;
- float DO_VMASK_AND_DARKLINES ;
- float VMASK_USE_DUMB;
- float MASK_COMPENSATION ;
+
float DO_HALO ;
float DO_CCORRECTION;
float DO_ALT_BLANK;
float IN_GLOW_BIAS ;
float IN_GLOW_SPREAD ;
- float SCANLINES_BLEEDING ;
+
float IN_GLOW_W;
float IN_GLOW_H;
float IN_GLOW_POWER;
float IN_GLOW_GAMMA;
- float IN_GLOW_NTSC_ARTF_MULT;
- float IN_GLOW_NTSC_ARTF_TRSH;
- float IN_GLOW_SHOW_ARTF_MASK;
+
float BLOOM_MIX;
float BLOOM_EYE_ADPT_SRT;
float BLOOM_EYE_INERTIA;
@@ -224,32 +207,20 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float BLOOM_GAMMA_OUT;
float ALT_BLANK_STRENGTH;
float ALT_BLANK_PERIOD;
+
float DO_FXAA;
+
float DO_SAT_BLEED;
float SAT_BLEED_SIZE_LEFT;
float SAT_BLEED_SIZE_RIGHT;
float SAT_BLEED_FALLOFF;
float SAT_BLEED_STRENGTH;
float SAT_BLEED_PAL;
- float DO_NTSC_ARTIFACTS;
- float NTSC_FILTER_WIDTH;
- float NTSC_FILTER_SCF;
- float NTSC_FILTER_FC;
- float NTSC_MIX;
- float NTSC_PHASE_SHIFT;
- //float NTSC_DOT_CRAWL;
- float SCANLINE_FLICKERING ; //2
- float SCANLINE_FLICKERING_POWER;
- float SCANLINE_DISABLE_ON_INTERLACE;
- float SCANLINE_MINMAX_GAMMA;
- float SCANLINE_SM_STRENGTH;
- float SCANLINE_SM_TYPE;
- float SCANLINE_SM_VOFFSET;
- float SCANLINE_MIN;
- float SCANLINE_MAX;
- float RGB_MASK_STRENGTH;
- float DARKLINES_STRENGTH;
- float GAMMA_OUT ; //1
+
+
+
+
+ float GAMMA_OUT ;
float SATURATION;
float LUMINANCE;
float CONTRAST;
@@ -257,7 +228,6 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float TEMPERATURE;
float DO_CURVATURE;
-
float GEOM_WARP_X;
float GEOM_WARP_Y;
float GEOM_CUT_EARS;
@@ -295,11 +265,14 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float DO_AMBILIGHT;
float AMBI_FALLOFF;
float AMBI_POWER;
+ float AMBI_GAMMA;
+
float AMBI_OVER_BEZEL;
float AMBI_OVER_BEZEL_SIZE;
float AMBI_STEPS;
float AMBI_BG_IMAGE_BLEND_MODE;
float AMBI_BG_IMAGE_FORCE;
+
float ASPECT_X;
float ASPECT_Y;
@@ -334,6 +307,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float GAME_GEOM_VSHIFT;
float GAME_GEOM_HSHIFT;
float GAME_GEOM_ZOOM;
+ float GAME_GEOM_OFF_FIX;
float DO_TILT;
float TILT_X;
@@ -346,6 +320,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float BACKDROP_OFFY;
float BACKDROP_ZOOM;
+
float TATE;
float DO_DOT_MATRIX;
@@ -362,15 +337,87 @@ layout(std140, set = 0, binding = 0) uniform UBO {
float DOT_M_SHADOW_STR;
float DOT_M_SHADOW_OFF;
+ float MIN_LINES_INTERLACED;
+ float DO_PIXELGRID;
+ float PIXELGRID_OVERMASK;
+ float DO_PIXELGRID_W;
+ float DO_PIXELGRID_H;
+ float PIXELGRID_MIN_H;
+ float PIXELGRID_MIN_W;
+ float PIXELGRID_MAX_H;
+ float PIXELGRID_MAX_W;
+ float PIXELGRID_SIZE_W;
+ float PIXELGRID_SMOOTH_H;
+ float PIXELGRID_SMOOTH_W;
+
+ float PIXELGRID_MUL_X;
+
+ float PIXELGRID_OFFSET_CORE;
+ float PIXELGRID_NO_INTERBLEED_W;
+ float PIXELGRID_NO_INTERBLEED_H;
+ float PIXELGRID_H_DEDOT;
+
+ float PIXELGRID_INTR_FLICK_MODE;
+ float PIXELGRID_INTR_FLICK_POWR;
+ float PIXELGRID_INTR_DISABLE_Y;
+
+
+ float PIXELGRID_DECON_R_H;
+ float PIXELGRID_DECON_G_H;
+ float PIXELGRID_DECON_B_H;
+
+ float PIXELGRID_Y_MASK;
+ float PIXELGRID_Y_MASK_ON_WHITE;
+ float PIXELGRID_Y_MASK_HEIGHT;
+ float PIXELGRID_Y_MASK_OFFSET;
+ float PIXELGRID_Y_MASK_STEEP;
+ float PIXELGRID_Y_MASK_COORDS;
+ float PIXELGRID_Y_MASK_SHIFT;
+ float PIXELGRID_Y_SPARK;
+ float PIXELGRID_R_SHIFT;
+ float PIXELGRID_G_SHIFT;
+ float PIXELGRID_B_SHIFT;
+ float PIXELGRID_H_COUNT;
+ float PIXELGRID_H_PRST;
+ float PIXELGRID_GAMMA_H;
+ float PIXELGRID_GAMMA_W;
+ //float PIXELGRID_HMASK_NO_BRIGHT;
+ float PIXELGRID_BASAL_GRID;
+ float DELTA_RENDER_FORCE_REFRESH;
+ float DELTA_RENDER_CHECK_AREA;
+
+
+ float DO_NTSC_ARTIFACTS;
+ float NTSC_FILTER_WIDTH;
+ float NTSC_FILTER_SCF;
+ float NTSC_FILTER_FC;
+ float NTSC_MIX;
+ float NTSC_PHASE_SHIFT;
+
+ float NTSC_ARTF_NOBLEED;
+ float NTSC_ARTF_NOBLUR;
+ float NTSC_ARTF_TRSH;
+ float NTSC_SHOW_ARTF_MASK;
+ float NTSC_ARTF_ZAP;
+
+ float SERVICE1;
+
+
+
+
+
} global;
+
// Color correction
-#pragma parameter DO_CCORRECTION "โ
Color corrections enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter LUMINANCE " Luminance push (>1.0=clip)" 0.0 0.0 1.5 0.05
+#pragma parameter DO_CCORRECTION "โ
Color corrections enable? (co) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter IN_GLOW_POWER " Input signal gain (was in glow section):" 1.0 0.0 5.0 0.05
+#pragma parameter LUMINANCE " Luminance push (>1.0=clip)" 0.0 0.0 1.5 0.05
#pragma parameter BRIGHTNESS " Brightness in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01
-#pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 10000.0 50.0
-#pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 4.0 0.01
+#pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 14000.0 50.0
+#pragma parameter IN_GLOW_GAMMA " Gamma In (applied at the beginning)" 1.0 1.0 10.0 0.1
+#pragma parameter GAMMA_OUT " Gamma out (applied at the end)" 0.69 0.1 4.0 0.01
#pragma parameter COLOR_MONO_COLORIZE " Monochrome screen colorization" 0.0 0.0 1.0 0.1
#pragma parameter COLOR_MONO_HUE1 " . Hue bright" 0.25 0.0 1.0 0.01
#pragma parameter COLOR_MONO_HUE2 " . Hue dark" 0.3 0.0 1.0 0.01
@@ -382,31 +429,33 @@ layout(std140, set = 0, binding = 0) uniform UBO {
// FXAA
// Apply an antialiasing filter via FXAA from Nvidia.
-#pragma parameter DO_FXAA "โ
FXAA enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_FXAA "โ
FXAA enable? (*f) ==>" 0.0 0.0 1.0 1.0
#pragma parameter BLANK2 " " 0.0 0.0 1.0 1.0
-
+// RF Noise
+#pragma parameter DO_RF_NOISE "โ
RF Noise enable? (rf) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter RF_NOISE_STRENGTH " Strength" 0.05 0.0 1.0 0.005
+#pragma parameter BLANK4 " " 0.0 0.0 1.0 1.0
// NTSC color artifacting
-#pragma parameter DO_NTSC_ARTIFACTS "โ
CVBS: NTSC color artifacts enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_NTSC_ARTIFACTS "โ
CVBS: NTSC color artifacts enable? (nt) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter NTSC_MIX " Strength" 0.5 0.0 3.0 0.1
#pragma parameter NTSC_FILTER_WIDTH " Filter width" 17.0 5.0 21.0 4.0
#pragma parameter NTSC_FILTER_SCF " Subcarrier Frequency" 5.30 0.0 10.0 0.01
#pragma parameter NTSC_FILTER_FC " Frequency cutoff" 2.5 0.0 10.0 0.1
#pragma parameter NTSC_PHASE_SHIFT " Phase shift" 0.0 0.0 1.0 1.0
-#pragma parameter NTSC_MIX " Strength" 0.5 0.0 3.0 0.1
+#pragma parameter label_blut_ntsc " 1 and 2 need Glow or Bandwidth Limited chroma" 0.0 0.0 0.0 0.0
+#pragma parameter NTSC_ARTF_TRSH " . Consider artifacts above this treshold" 0.1 0.0 1.0 0.01
+#pragma parameter NTSC_SHOW_ARTF_MASK " . Show the mask of selected artifacts (debug)" 0.0 0.0 1.0 1.0
+#pragma parameter NTSC_ARTF_NOBLUR " . 1* Under treshold: Cancel blur (Glow)" 0.0 0.0 8.0 0.01
+#pragma parameter NTSC_ARTF_NOBLEED " . 2* Under treshold: Cancel Bandwidth limited chroma" 0.0 0.0 1.0 0.01
+#pragma parameter NTSC_ARTF_ZAP " . 3* Under treshold: Cancel artifacts" 0.0 0.0 1.0 0.01
+
#pragma parameter BLANK3 " " 0.0 0.0 1.0 1.0
-
-// RF Noise
-#pragma parameter DO_RF_NOISE "โ
RF Noise enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter RF_NOISE_STRENGTH " Strength" 0.05 0.0 1.0 0.005
-#pragma parameter BLANK4 " " 0.0 0.0 1.0 1.0
-
-
-
-// YIQ/YUV bandwidth limited chroma bleeding and NTSC color artifacts.
-#pragma parameter DO_SAT_BLEED "โ
CVBS: Bandwidth limited chroma enable? ==>" 0.0 0.0 1.0 1.0
+// YIQ/YUV bandwidth limited chroma bleeding.
+#pragma parameter DO_SAT_BLEED "โ
CVBS: Bandwidth limited chroma enable? (cv) ==>" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_PAL " Use PAL colorspace, not NTSC" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_STRENGTH " Strength" 1.0 0.0 5.0 0.01
#pragma parameter SAT_BLEED_SIZE_LEFT " Size Left" 5.0 1.0 40.0 1.0
@@ -416,8 +465,8 @@ layout(std140, set = 0, binding = 0) uniform UBO {
-//Offset RGB
-#pragma parameter DO_SHIFT_RGB "โ
Deconvergence enable? ==>" 0.0 0.0 1.0 1.0
+//Deconvergence
+#pragma parameter DO_SHIFT_RGB "โ
Deconvergence enable? (de) ==>" 0.0 0.0 1.0 1.0
#pragma parameter OFFSET_STRENGTH " Strength" 0.6 0.0 1.0 0.05
#pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1
#pragma parameter SHIFT_G " Green offset" 2.0 -210.0 189.0 1
@@ -427,84 +476,107 @@ layout(std140, set = 0, binding = 0) uniform UBO {
// Input Blur / light glowing
-#pragma parameter DO_IN_GLOW "โ
Glow/Blur enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter IN_GLOW_POWER " Input signal strength" 1.0 0.0 5.0 0.05
-#pragma parameter IN_GLOW_GAMMA " Input gamma, the higher, the less glow on dark colors" 1.0 1.0 10.0 0.1
-#pragma parameter IN_GLOW_SPREAD " Glow spread amount" 0.6 0.0 4.0 0.05
-#pragma parameter IN_GLOW_W " Sharpness X (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05
-#pragma parameter IN_GLOW_H " Sharpness Y (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05
-#pragma parameter IN_GLOW_BIAS " Glow to blur bias" 1.0 0.0 1.0 0.05
-#pragma parameter IN_GLOW_NTSC_ARTF_MULT " Blur NTSC artifacts more" 0.0 0.0 8.0 0.01
-#pragma parameter IN_GLOW_NTSC_ARTF_TRSH " Blur less NTSC artifacts (min treshold)" 1.0 0.0 1.0 0.01
-#pragma parameter IN_GLOW_SHOW_ARTF_MASK " Show NTSC artifacts mask (debug)" 0.0 0.0 1.0 1.0
+#pragma parameter DO_IN_GLOW "โ
Glow/Blur enable? (gl) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter IN_GLOW_BIAS " Glow to blur bias" 1.0 0.0 1.0 0.05
+#pragma parameter IN_GLOW_SPREAD " Glow spread amount" 0.6 0.0 4.0 0.05
+#pragma parameter IN_GLOW_W " Sharp X (neg=use BOX unsharp)" 2.5 -2.0 7.0 0.05
+#pragma parameter IN_GLOW_H " Sharp Y (neg=use BOX unsharp)" 2.5 -2.0 7.0 0.02
#pragma parameter BLANK7 " " 0.0 0.0 1.0 1.0
-// Mask
-#pragma parameter DO_VMASK_AND_DARKLINES "โ
Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter MASK_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.05
-#pragma parameter VMASK_DARKLINE_SCALE " (HiDPI) Vmask and Darklines multiplier" 1.0 1.0 4.0 1.0
-#pragma parameter RGB_MASK_STRENGTH " RGB Mask Strength (0.0 to disable)" 0.75 0.0 1.0 0.05
-#pragma parameter VMASK_USE_GM " . Use LoDPI Green,Magenta -> RGB" 0.0 0.0 1.0 1.0
-#pragma parameter VMASK_GAP " . Horizontal Gap between triads" 0.0 0.0 1.0 1.0
-#pragma parameter VMASK_USE_DUMB " . Just draw gap" 0.0 0.0 1.0 1.0
-#pragma parameter VMASK_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
-
-#pragma parameter DARKLINES_STRENGTH " Darklines strength (0.0 to disable)" 0.65 0.0 1.0 0.05
-#pragma parameter DARKLINES_VOFFSET " . Offset" 1.0 0.0 1.0 1.0
-#pragma parameter DARKLINES_PERIOD " . Height" 2.0 2.0 16.0 1.0
-#pragma parameter DRKLN_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
-#pragma parameter BLANK9 " " 0.0 0.0 1.0 1.0
-
-#pragma parameter TATE "โ
Tate mode (1:auto 2:forced)" 0.0 0.0 2.0 1.0
+#pragma parameter TATE "โ
Tate mode (0:disabled 1:auto 2:forced)" 0.0 0.0 2.0 1.0
#pragma parameter BLANK7a " " 0.0 0.0 1.0 1.0
-// Scanlines
-#pragma parameter DO_SCANLINES "โ
Scanlines enable? (NOT with dot matrix!) ==>" 0.0 0.0 1.0 1.0
-#pragma parameter SCANLINE_MIN " Minimum height" 1.0 0.01 1.0 0.01
-#pragma parameter SCANLINE_MAX " Maximum height" 0.5 0.05 1.0 0.01
-#pragma parameter SCANLINE_MINMAX_GAMMA " Min->Max inertia" 1.0 0.0 4.0 0.1
-#pragma parameter SCANLINE_DARK " Gap brightness" 0.0 -0.5 1.0 0.05
-#pragma parameter SCANLINES_BLEEDING " Scanlines bleeding" 0.0 0.0 3.0 0.05
-#pragma parameter SCANLINE_FLICKERING " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0
-#pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.25 0.0 8.0 0.01
-#pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 0.0 0.0 1.0 1.0
-#pragma parameter BLANK11 " " 0.0 0.0 1.0 1.0
-#pragma parameter SCANLINE_SM_TYPE " Slotmask type (disable (0) with darklines!)" 0.0 0.0 3.0 1.0
-#pragma parameter SCANLINE_SM_STRENGTH " . Slotmask strength" 1.0 0.0 1.0 0.05
-#pragma parameter SCANLINE_SM_VOFFSET " . Offset (type 1 only)" 45.0 0.0 158.0 1.0
-#pragma parameter BLANK12 " " 0.0 0.0 1.0 1.0
+
+// pixel Grid
+#pragma parameter DO_PIXELGRID "โ
Low level Phosphor grid enable? (ph) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter PIXELGRID_OVERMASK " Overmask (1.0 = neutral)" 1.0 0.0 2.0 0.02
+
+#pragma parameter DO_PIXELGRID_W " โ
Horizontal mask (0 to disable)" 1.0 0.0 1.0 0.05
+#pragma parameter PIXELGRID_SIZE_W " . Resolution: (core or screen)" 1.0 0.0 1.0 1.0
+#pragma parameter PIXELGRID_H_PRST " . Mask type preset (0: for manual)" 3.0 0.0 7.0 1.0
+#pragma parameter PG_LABEL1 " (1:gm 2:gmx 3:rgb 4:rgbx 5:rbg 6:rbgx 7:wx)" 0.0 0.0 0.0 0.0
+#pragma parameter PIXELGRID_H_COUNT " . 0: Phosphors+gap count (mask size)" 3.0 1.0 4.0 1.0
+#pragma parameter PIXELGRID_R_SHIFT " . 0: R phospor position" 0.0 0.0 4.0 0.1
+#pragma parameter PIXELGRID_G_SHIFT " . 0: G phospor position" 1.0 0.0 4.0 0.1
+#pragma parameter PIXELGRID_B_SHIFT " . 0: B phospor position" 2.0 0.0 4.0 0.1
+#pragma parameter PIXELGRID_MIN_W " . Phosphors width Min" 0.25 0.05 1.0 0.01
+#pragma parameter PIXELGRID_MAX_W " . Phosphors width Max" 0.25 0.05 1.0 0.01
+#pragma parameter PIXELGRID_GAMMA_W " . Phosphors width min->max gamma:" 4.2 1.0 8.00 0.1
+#pragma parameter PIXELGRID_MUL_X " . Cell size multiplier x (neg=divider):" 1.0 -8.0 8.0 0.125
+//#pragma parameter PIXELGRID_HMASK_NO_BRIGHT " . Fade on bright" 0.0 0.0 1.0 0.01
+#pragma parameter PIXELGRID_NO_INTERBLEED_W " . Inter-cell extra steepness" 0.0 0.0 10.0 0.1
+#pragma parameter PIXELGRID_BASAL_GRID " . Black level of the unexcided phosphor grid" 0.0 0.0 10.0 0.01
+#pragma parameter BLANK12fs " " 0.0 0.0 1.0 1.0
+
+
+
+#pragma parameter DO_PIXELGRID_H " โ
Scanlines (0 to disable)" 1.0 0.0 1.25 0.05
+#pragma parameter PIXELGRID_MIN_H " . Phosphors height Min" 0.2 0.00 1.0 0.05
+#pragma parameter PIXELGRID_MAX_H " . Phosphors height Max" 0.6 0.0 1.5 0.05
+#pragma parameter PIXELGRID_GAMMA_H " . Phosphors height min->max gamma:" 4.2 1.0 8.00 0.1
+#pragma parameter PIXELGRID_OFFSET_CORE " . Slotmask(-fake) offset (low => anti-moiree)" 0.0 0.0 1.0 0.01
+#pragma parameter PIXELGRID_NO_INTERBLEED_H " . Inter line extra steepness" 0.0 0.0 10.0 0.1
+#pragma parameter PIXELGRID_H_DEDOT " . Dedot mask between scanlines (use only if needed!)" 0.0 0.0 1.0 0.1
+#pragma parameter PIXELGRID_DECON_R_H " . Deconvergence Y: R phosphor" 0.0 -1.6 1.6 0.1
+#pragma parameter PIXELGRID_DECON_G_H " . Deconvergence Y: G phosphor" 0.0 -1.6 1.6 0.1
+#pragma parameter PIXELGRID_DECON_B_H " . Deconvergence Y: B phosphor" 0.0 -1.6 1.6 0.1
+
+
+#pragma parameter BLANK12f " " 0.0 0.0 1.0 1.0
+
+#pragma parameter MIN_LINES_INTERLACED " Interlace detect + Scanline alternate above # lines:" 380.0 1.0 1024 1.0
+#pragma parameter PIXELGRID_INTR_DISABLE_Y " Disable scanlines on interlaced screen" 0.0 0.0 1.0 1.0
+#pragma parameter PIXELGRID_INTR_FLICK_MODE " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0
+#pragma parameter PIXELGRID_INTR_FLICK_POWR " . Interlace Flicker power" 0.25 0.0 8.0 0.01
+
+
+#pragma parameter BLANK12e " " 0.0 0.0 1.0 1.0
+
+#pragma parameter PIXELGRID_Y_MASK " โ
Vertical cell Mask (0 to disable)" 0.5 0.0 1.0 0.05
+#pragma parameter PIXELGRID_Y_MASK_COORDS " . Resolution: (core or screen)" 1.0 0.0 1.0 1.0
+#pragma parameter PIXELGRID_Y_MASK_HEIGHT " . Height divider (neg=multiplier):" 0.5 -8.0 8.0 0.125
+#pragma parameter PIXELGRID_Y_MASK_ON_WHITE " . Fadeout under light" 0.5 0.0 1.0 0.01
+#pragma parameter PIXELGRID_Y_MASK_OFFSET " . Even/odd offset" 1.0 0.0 1.0 1.0
+#pragma parameter PIXELGRID_Y_MASK_SHIFT " . Vertical shift (for use with core resolution)" 0.0 0.0 1.0 0.01
+#pragma parameter PIXELGRID_Y_MASK_STEEP " . Steepness" 2.0 1.0 30.0 1.0
+#pragma parameter PIXELGRID_Y_SPARK " . Sparkling look punch" 0.0 0.0 1.0 0.05
+
+#pragma parameter BLANK12d " " 0.0 0.0 1.0 1.0
+
+
+
// Dot matrix emulation
#pragma parameter DO_DOT_MATRIX "โ
Dot matrix emulation enable? (NOT with scanlines!) ==>" 0.0 0.0 1.0 1.0
#pragma parameter DOT_M_G_STR " Grid strength" 0.0 0.0 1.0 0.01
#pragma parameter DOT_M_G_TRESH " . Paint on bright (<0 on black)" 1.1 -1.1 1.1 0.01
-#pragma parameter DOT_M_G_BRT " . Grid brightness" 0.0 0.0 1.0 0.01
-#pragma parameter DOT_M_G_SHARP " . Grid sharpness" 2.0 0.0 20.0 0.25
-#pragma parameter DOT_M_RGB_STR " RGB strength" 1.0 0.0 1.0 0.01
-#pragma parameter DOT_M_RGB_SHARP " . RGB sharpness" 2.0 0.1 16.0 0.01
-#pragma parameter DOT_M_G_GAIN " . RGB Green gain correction" 0.85 0.1 1.0 0.01
+#pragma parameter DOT_M_G_BRT " . Grid brightness" 0.0 0.0 1.0 0.01
+#pragma parameter DOT_M_G_SHARP " . Grid sharpness (0.0 for auto)" 0.0 0.0 20.0 0.25
#pragma parameter DOT_M_MBLUR_STR " Refresh inertia" 0.45 0.0 0.9 0.05
#pragma parameter DOT_M_MBLUR_MODE " . Inertia on: both,white,black" 0.0 0.0 2.0 1.0
#pragma parameter DOT_M_SHADOW_STR " Shadow strength (disables deconvergence)" 0.0 0.0 1.0 0.01
-#pragma parameter DOT_M_SHADOW_OFF " Shadow offset" 0.0 -1.0 1.0 0.01
-
+#pragma parameter DOT_M_SHADOW_OFF " . Shadow offset" 0.0 -1.0 1.0 0.01
#pragma parameter DOT_M_MULTIPLY " Multiply factor (debug)" 1.0 1.0 50.0 1.0
#pragma parameter BLANK12c " " 0.0 0.0 1.0 1.0
+
+
+
// Halo
-#pragma parameter DO_HALO "โ
Halo enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter HALO_POWER " Strength" 0.9 0.0 5.0 0.025
-#pragma parameter HALO_W " Sharpness, horizontal" 1.75 0.35 7.0 0.05
-#pragma parameter HALO_H " Sharpness, Vertical" 1.75 0.35 7.0 0.05
-#pragma parameter HALO_GAMMA " Gamma, the higher, the less the halo on dark colors" 2.0 1.0 10.0 0.1
-#pragma parameter HALO_VS_SCAN " Light up scanlines and dot grid gaps too" 0.0 0.0 1.0 0.1
+#pragma parameter DO_HALO "โ
Halo enable? (ha) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter HALO_NO_PREGAIN " Pre-attenuate input signal gain to 1x" 0.0 0.0 1.0 1.0
+#pragma parameter HALO_POWER " Strength (negative = 10x precision)" 0.9 -50.0 5.0 0.01
+#pragma parameter HALO_SHARPNESS " Sharpness" 3.00 0.05 7.0 0.05
+#pragma parameter HALO_GAMMA " Gamma in, the higher, the less the halo on dark colors" 2.0 1.0 10.0 0.05
+#pragma parameter HALO_GAMMA_OUT " Gamma out" 1.0 0.25 4.0 0.1
+#pragma parameter HALO_VS_SCAN " Light up scanline gaps and dot grid gaps too" 0.0 0.0 1.0 0.01
#pragma parameter BLANK10 " " 0.0 0.0 1.0 1.0
// Bloom
-#pragma parameter DO_BLOOM "โ
Bloom enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_BLOOM "โ
Bloom enable? (bl) ==>" 0.0 0.0 1.0 1.0
#pragma parameter BLOOM_MIX " Final mix, (0.0=off)" 0.45 0.0 1.0 0.01
#pragma parameter BLOOM_SIZE " Radius" 4.0 0.25 30.0 0.25
#pragma parameter BLOOM_QUALITY " Quality: more is better but slower" 1.0 1.0 8.0 1.0
@@ -520,9 +592,9 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Curvature parameters:
-#pragma parameter DO_CURVATURE "โ
Curvature/Border enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter GEOM_WARP_X " Warp X" 0.430 0.0 6.0 0.01
-#pragma parameter GEOM_WARP_Y " Warp Y" 0.49 0.0 6.0 0.01
+#pragma parameter DO_CURVATURE "โ
Curvature/Border enable? (cu) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter GEOM_WARP_X " Warp X" 0.28 0.0 6.0 0.01
+#pragma parameter GEOM_WARP_Y " Warp Y" 0.32 0.0 6.0 0.01
#pragma parameter GEOM_CUT_EARS " Cut curvature ears" 1.4 1.0 10.0 0.01
#pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.005 0.005 0.1 0.001
#pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 15.0 1000.0 1.0
@@ -531,7 +603,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Bezel related
-#pragma parameter DO_BEZEL "โ
Bezel enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_BEZEL "โ
Bezel enable? (be) ==>" 0.0 0.0 1.0 1.0
#pragma parameter BEZEL_USE_STRAIGHT " Straight" 0.0 0.0 1.0 1.0
#pragma parameter BEZEL_INNER_ZOOM " Inner zoom (ignored if integer scaled)" -0.18 -1.5 0.5 0.001
#pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.001
@@ -540,7 +612,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
#pragma parameter BEZEL_B " Color: Blue" -0.3 -1.0 1.0 0.005
#pragma parameter BEZEL_CON " Contrast" 1.3 0.0 10.0 0.01
#pragma parameter BEZEL_RFL_ZOOM " Reflections zoom" 0.0 -1.5 0.5 0.005
-#pragma parameter BEZEL_REFL_STRENGTH " Reflections strength" 0.5 0.0 1.0 0.01
+#pragma parameter BEZEL_REFL_STRENGTH " Reflections strength" 0.65 0.0 2.0 0.01
#pragma parameter BEZEL_RFL_BLR_SHD " Reflections sharpness" -0.0 -0.5 1.0 0.01
#pragma parameter BEZEL_ROUGHNESS " Reflections roughness" 1.0 0.0 5.0 0.1
#pragma parameter BEZEL_DIFFUSION_STR " Diffusion strength" 0.0 0.0 1.0 0.01
@@ -553,7 +625,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Background Image
-#pragma parameter DO_BG_IMAGE "โ
Back/Foreground image enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_BG_IMAGE "โ
Back/Foreground image enable? (ba) ==>" 0.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING1 " โ RetroArch aspect needs to be set to Full! โ " 1.0 1.0 1.0 1.0
#pragma parameter BG_IMAGE_OVER " Image over content (alpha channel driven)?" 0.0 0.0 1.0 1.0
#pragma parameter BG_IMAGE_OFFX " Shift Image over X axis" 0.0 -1.0 1.0 0.0005
@@ -561,8 +633,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
#pragma parameter BG_IMAGE_ZOOM " Zoom Image" 1.0 -1.0 3.0 0.0005
#pragma parameter BG_IMAGE_ROTATION " Rotate image mode (-1 for auto)" -1.0 -1.0 2.0 1.0
#pragma parameter BG_IMAGE_NIGHTIFY " Nightify image" 0.0 0.0 1.0 0.1
-#pragma parameter LABEL_0101 " !NEXT FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 1.0 1.0
-#pragma parameter BG_IMAGE_WRAP_MODE " Wrap mode: default, clamp to border, edge, repeat" 0.0 0.0 3.0 1.0
+#pragma parameter BG_IMAGE_WRAP_MODE " Wrap mode: default, clamp to border, edge, repeat" 0.0 0.0 3.0 1.0
#pragma parameter BLANK16 " " 0.0 0.0 1.0 1.0
//Backdrop image
@@ -575,14 +646,18 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Back leds
//Emulates leds under the monitor frame that slowly reacts to image contents
-#pragma parameter DO_AMBILIGHT "โ
Ambient light leds enable? ==> " 1.0 0.0 1.0 1.0
+#pragma parameter DO_AMBILIGHT "โ
Ambient light leds enable? (am) ==> " 1.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING3 " โ RetroArch aspect needs to be set to Full! โ " 1.0 1.0 1.0 1.0
#pragma parameter AMBI_STEPS " Slowness" 60.0 5.0 1000.0 5.0
-#pragma parameter AMBI_FALLOFF " Light Falloff" 0.7 0.1 3.0 0.01
-#pragma parameter AMBI_POWER " Led power" 1.5 0.0 7.0 0.05
-#pragma parameter AMBI_OVER_BEZEL " Colorize Bezel" 0.5 0.0 5.0 0.05
-#pragma parameter AMBI_OVER_BEZEL_SIZE " Colorization size" 0.15 0.0 0.5 0.001
-#pragma parameter AMBI_BG_IMAGE_BLEND_MODE " Back/Foreground image alpha blend (0=mix, 1/check=add)" 0.0 0.0 1.0 1.0
+#pragma parameter AMBI_FALLOFF " Led power/falloff" 0.4 0.1 3.0 0.01
+#pragma parameter AMBI_POWER " Led Saturation" 1.8 0.0 100.0 0.05
+#pragma parameter AMBI_INT_OFFSET " Led internalness" 0.07 -1.0 1.0 0.01
+#pragma parameter AMBI_STRETCH " Widen lights" 0.0 0.0 1.0 0.01
+#pragma parameter AMBI_GAMMA " Output Gamma" 1.3 0.1 8.0 0.1
+#pragma parameter AMBI_OVER_BEZEL " Colorize Bezel" 0.2 0.0 5.0 0.05
+#pragma parameter AMBI_OVER_BEZEL_SIZE " . Colorization size" 0.15 0.0 0.5 0.001
+#pragma parameter AMBI_BG_IMAGE_BLEND_MODE " Back/Foreground image alpha blend (0=mix, 1=add)" 0.0 0.0 1.0 1.0
+#pragma parameter AMBI_ADD_ON_BLACK " Foggy (power on dark colors, add mode only) " 1.0 0.0 1.0 0.05
#pragma parameter AMBI_BG_IMAGE_FORCE " Always colorize Back/Foreground image (add mode only) " 0.0 0.0 1.0 0.1
#pragma parameter BLANK17 " " 0.0 0.0 1.0 1.0
@@ -591,20 +666,21 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Full screen glowing
//Modulate the image zooming depending on the image luminosity.
//You can lower the effect power through the DYNZOOM_FACTOR parameter.
-#pragma parameter DO_DYNZOOM "โ
Luminosity dependant zoom enable? ==>" 1.0 0.0 1.0 1.0
-#pragma parameter LABEL_WARNING6 "โ Enabling this feature overrides integer scale" 1.0 1.0 1.0 1.0
-#pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 15.0 120.0 0.5
+#pragma parameter DO_DYNZOOM "โ
Luminosity tied zoom (overrides integer scale)==>" 1.0 0.0 1.0 1.0
+//Ditched and hardcoded to 80 in config.globals.inc.
+ //#pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 15.0 120.0 0.5
+
#pragma parameter BLANK18 " " 0.0 0.0 1.0 1.0
//Vignette and spot
-#pragma parameter DO_VIGNETTE "โ
Vignette enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter V_SIZE " Size" 1.7 0.0 5.0 0.05
-#pragma parameter V_POWER " Power" 1.1 0.05 2.0 0.01
+#pragma parameter DO_VIGNETTE "โ
Vignette enable? (vi) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter V_SIZE " Size" 0.7 0.3 2.0 0.02
+#pragma parameter V_POWER " Power" 1.0 0.05 1.0 0.01
-#pragma parameter DO_SPOT "โ
Spot enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter S_POSITION " Position" 0.0 -420.0 378.0 1
+#pragma parameter DO_SPOT "โ
Spot enable? (sp) ==>" 0.0 0.0 1.0 1.0
+#pragma parameter S_POSITION " Position" 194.0 -420.0 378.0 1
#pragma parameter S_SIZE " Size" 0.4 0.0 1.0 0.01
#pragma parameter S_POWER " Power" 0.1 0.05 2.0 0.01
#pragma parameter BLANK19 " " 0.0 0.0 1.0 1.0
@@ -612,7 +688,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Global Zoom/Offset
-#pragma parameter DO_GLOBAL_SHZO "โ
Global shift/zoom enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_GLOBAL_SHZO "โ
Global shift/zoom enable? (zo) ==>" 0.0 0.0 1.0 1.0
#pragma parameter GLOBAL_OFFX " X axis shift " 0.0 -1.0 1.0 0.0005
#pragma parameter GLOBAL_OFFY " Y axis shift " 0.0 -1.0 1.0 0.0005
#pragma parameter GLOBAL_ZOOM " Zoom" 2.0 0.0 3.0 0.0005
@@ -621,7 +697,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Aspect Ratio
-#pragma parameter label_ar "โ
Aspect Ratio " 0.0 0.0 1.0 1.0
+#pragma parameter label_ar "โ
Aspect Ratio (as) " 0.0 0.0 0.0 1.0
#pragma parameter ASPECT_X " Aspect Ratio Numerator (<=0 for a preset)" 0.0 -6.0 256. 1.0
#pragma parameter ASPECT_Y " Aspect Ratio Denominator" 3.0 0.0 256. 1.0
#pragma parameter BLANK22 " " 0.0 0.0 1.0 1.0
@@ -638,7 +714,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
//Content geomerty overrides
-#pragma parameter DO_GAME_GEOM_OVERRIDE "โ
Override content geometry enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_GAME_GEOM_OVERRIDE "โ
Override content geometry enable? (ov)==>" 0.0 0.0 1.0 1.0
#pragma parameter GAME_GEOM_INT_SCALE " Integer scale (disables inner zoom) 2=No keep aspect" 0.0 0.0 2.0 1.0
#pragma parameter GAME_GEOM_INT_SCALE_MAX " Maximum integer scale" 10.0 1.0 100.0 1.0
#pragma parameter LABEL_WARNING4 " โ The following will override integer scale โ " 1.0 1.0 1.0 1.0
@@ -646,24 +722,34 @@ layout(std140, set = 0, binding = 0) uniform UBO {
#pragma parameter GAME_GEOM_VSHIFT " Vertical position" 0.0 -10.0 10.0 0.01
#pragma parameter GAME_GEOM_HSHIFT " Horizontal position" 0.0 -10.0 10.0 0.01
#pragma parameter GAME_GEOM_ZOOM " Zoom" 1.0 0.0 2.0 0.01
+#pragma parameter GAME_GEOM_OFF_FIX " Sharp hack through offset (0.0=disable)" 0.0 0.0 100.0 1
#pragma parameter BLANK20 " " 0.0 0.0 1.0 1.0
//Tilt
-#pragma parameter DO_TILT "โ
Tilt enable? ==>" 0.0 0.0 1.0 1.0
+#pragma parameter DO_TILT "โ
Tilt enable? (ti) ==>" 0.0 0.0 1.0 1.0
#pragma parameter TILT_X " Tilt along X axis" 0.0 -0.5 0.5 0.01
#pragma parameter TILT_Y " Tilt along Y axis" 0.0 -0.5 0.5 0.01
#pragma parameter TILT_FOV " Fov" 0.7 0.1 1.5 0.05
#pragma parameter TILT_BEZEL_K " Bezel multiplier" 1.0 0.0 1.5 0.01
#pragma parameter BLANK_01 " " 0.0 0.0 1.0 1.0
+//Delta render
+#pragma parameter label_alt_blank " !THE FOLLOWING FEATURES ARE STATIC, SEE docs-ng.md TO ENABLE" 0.0 0.0 0.0 1.0
+#pragma parameter DELTA_RENDER_FORCE_REFRESH "โ
Delta render force refresh interval ? ==>" 4.0 1.0 3600.0 1.0
+#pragma parameter DELTA_RENDER_CHECK_AREA " Delta render area size" 1.0 0.0 10.0 1.0
+#pragma parameter BLANK_DR " " 0.0 0.0 1.0 1.0
// Alternative blanking, needs to be statically enabled, see docs.md.
#pragma parameter DO_ALT_BLANK "โ
Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0
-#pragma parameter label_alt_blank " !THIS FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 0.0 1.0
-#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 -1.0 1.0 0.1
+#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 0.0 1.0 0.1
#pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 1.0 30.0 1.0
#pragma parameter BLANK_02 " " 0.0 0.0 1.0 1.0
+#pragma parameter SERVICE1 "Don't use me, for debug purposes only" 0.5 0.0 1.0 0.01
+//#pragma parameter SERVICE2 "Don't use me, for debug purposes only" 0.5 -1.0 1.0 0.01
+//#pragma parameter SERVICE3 "Don't use me, for debug purposes only" 0.5 -1.0 1.0 0.01
+
+
#include "config.globals.inc"
diff --git a/bezel/koko-aio/shaders-ng/final_pass.slang b/bezel/koko-aio/shaders-ng/final_pass.slang
new file mode 100644
index 0000000..6428d35
--- /dev/null
+++ b/bezel/koko-aio/shaders-ng/final_pass.slang
@@ -0,0 +1,1402 @@
+#version 450
+
+/* This pass:
+ * Composes the previous passes
+ * Does masks, spot, bezel, vignette, background image (anything else?)
+ */
+
+ #define DEBUG_TEXTURE Original
+ //#define DEBUG_TEXTURE colortools_and_ntsc_pass
+//#define DEBUG_PRINT_VALUE
+//#define DEBUG_QUAD_SPLIT
+//#define DEBUG_DUAL_SPLIT_X
+//#define DEBUG_DUAL_SPLIT_Y
+//#define DEBUG_DUAL_SPLIT_Y_GAMMA
+//#define DEBUG_DUAL_SPLIT_MIRROR_X
+//#define DEBUG_DUAL_SPLIT_MIRROR_X_GAMMA
+//#define DEBUG_SHOW_CLIP
+
+
+#include "config.inc"
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out vec2 vOutputCoord;
+layout(location = 2) out vec2 spot_offset;
+layout(location = 3) out float vIsRotated;
+//Scanlines:
+layout(location = 4) out float vIsInterlaced;
+layout(location = 5) out float vScanlinePeriod;
+layout(location = 6) out float vScanlineAlternateOffset;
+layout(location = 7) out float vMax_inLum;
+//Vignette, spot:
+layout(location = 8) out float vIn_aspect;
+//
+layout(location = 9) out float vDynamicSeed;
+layout(location = 10) out float vBEZEL_INNER_ZOOM_adapted;
+layout(location = 11) out float vDo_Tate;
+layout(location = 12) out vec3 vDotMat_Grid_Color;
+layout(location = 13) out vec4 vPG_offsets_and_size;
+layout(location = 14) out vec2 vPG_freq_base_screen;
+layout(location = 15) out vec2 vPG_freq_base_screen_unfloored;
+layout(location = 16) out vec2 vPG_period_multiplier;
+layout(location = 17) out vec2 vPG_OriginalSize_tated;
+layout(location = 18) out vec2 vPG_OutputSize_tated;
+layout(location = 19) out vec2 vPG_OutputCoord_tated;
+layout(location = 20) out float vDotMat_Grid_Sharpness;
+layout(location = 21) out float vfprintvalue;
+layout(location = 22) out float vPG_mask_height;
+layout(location = 23) out float vDeltaRenderOk;
+layout(location = 24) out float vDo_pixelgrid_h;
+layout(location = 25) out float vDo_Curvature;
+layout(location = 26) out float vPG_offsets_adjust_for_stagger;
+
+
+layout(location = 31) out float I_am_a_placeholder_keep_reading;
+//..to remind you that location = 31 is the last accepted by vulkan
+//or Retroarch crashes or nvidia starts to give Xids.
+//unsure if the issue is with retroarch or with vulkan specs.
+//If in short, consider to pack more datas into vec2,3,4.
+//But bear in mind that exceding the limit leads to
+//slowdowns.
+
+#include "includes/functions.include.slang"
+
+#define PI_15 4.71238898038469 //pi*1.5
+
+
+vec2 get_zooms_modifier() {
+ // This function is meant to live in vertex shader; its purpose is to
+ // give the final scale factor by taking in consideration various zoom modifiers.
+ //It works by calculating the new 0.0 and 1.0 coords then measuring the new distance between them
+
+ // WARNING: This has to be in sync with the code, so everytime a scaling flow is modified, this needs to be updated. WARNING
+ // WARNING: This has to be in sync with the code, so everytime a scaling flow is modified, this needs to be updated. WARNING
+ // WARNING: This has to be in sync with the code, so everytime a scaling flow is modified, this needs to be updated. WARNING
+
+ vec2 co_scaled_min = vec2(0.0);
+ vec2 co_scaled_max = vec2(1.0);
+
+ if ( need_NO_integer_scale() ) {
+ co_scaled_min = get_scaled_coords_aspect(co_scaled_min, global.FinalViewportSize, vIn_aspect, bool(vIsRotated));
+ co_scaled_max = get_scaled_coords_aspect(co_scaled_max, global.FinalViewportSize, vIn_aspect, bool(vIsRotated));
+ } else {
+ co_scaled_min = integer_scale(co_scaled_min, vIn_aspect, bool(vIsRotated), GAME_GEOM_INT_SCALE-1.0 ) + vec2( GAME_GEOM_OFF_FIX /10000);
+ co_scaled_max = integer_scale(co_scaled_max, vIn_aspect, bool(vIsRotated), GAME_GEOM_INT_SCALE-1.0 ) + vec2( GAME_GEOM_OFF_FIX /10000);
+ }
+
+
+ co_scaled_min = (zoom(co_scaled_min + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ) * DO_GLOBAL_SHZO) +
+ (co_scaled_min * (1-DO_GLOBAL_SHZO) );
+ co_scaled_max = (zoom(co_scaled_max + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ) * DO_GLOBAL_SHZO) +
+ (co_scaled_max * (1-DO_GLOBAL_SHZO) );
+
+ if (DO_BEZEL == 1.0) {
+ co_scaled_min = zoomout_coords(co_scaled_min, -vBEZEL_INNER_ZOOM_adapted , 1.0);
+ co_scaled_max = zoomout_coords(co_scaled_max, -vBEZEL_INNER_ZOOM_adapted , 1.0);
+ }
+ if (DO_GAME_GEOM_OVERRIDE == 1.0) {
+ co_scaled_min = content_geom_override(co_scaled_min, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
+ co_scaled_max = content_geom_override(co_scaled_max, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
+ }
+
+ //vfprintvalue = 1/(co_scaled_max.y - co_scaled_min.y);
+ return 1 / vec2(co_scaled_max.x - co_scaled_min.x,
+ co_scaled_max.y - co_scaled_min.y );
+
+}
+
+void main() {
+ gl_Position = global.MVP * Position;
+ bool bIsRotated = is_rotated();
+ vIsRotated = float(bIsRotated);
+
+ if ( (TATE == 1.0 && bIsRotated) || TATE == 2.0)
+ vDo_Tate = 1.0;
+ else
+ vDo_Tate = 0.0;
+ //vDo_Tate = float(TATE+vIsRotated > 1.001); //<<-- reported problems with amd (?)
+
+ vIn_aspect = get_in_aspect();
+
+ //Calculate vTexcoord as fractional or integer scaled?
+ if ( need_NO_integer_scale() )
+ vTexCoord = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, vIn_aspect, bool(vIsRotated));
+ else
+ vTexCoord = integer_scale(TexCoord, vIn_aspect, bool(vIsRotated), GAME_GEOM_INT_SCALE-1.0 ) + vec2( GAME_GEOM_OFF_FIX /10000);
+
+
+
+ //if (DO_GLOBAL_SHZO >0.5)
+ // vTexCoord = zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
+ //..unbranched previous
+ vTexCoord = (zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ) * DO_GLOBAL_SHZO) +
+ (vTexCoord * (1-DO_GLOBAL_SHZO) );
+
+ vOutputCoord = TexCoord ;
+
+
+ vec2 vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
+ floor(vOutputCoord.y * params.OutputSize.y));
+
+
+
+ vBEZEL_INNER_ZOOM_adapted = get_BEZEL_INNER_ZOOM() * DO_BEZEL;
+
+
+ //SPOT
+ spot_offset = offsets_from_float(S_POSITION+420.0,40);
+ spot_offset = spot_offset / 10.0 + vec2(0.0,1.0);
+
+ //Help scanline/pixelgrid code too:
+ bool bIs_Interlaced = is_interlaced();
+ vIsInterlaced = float(bIs_Interlaced);
+
+ //Scanline period:
+ vScanlinePeriod = 1.0;
+ vScanlineAlternateOffset = 0.0;
+
+ if (bIs_Interlaced) {
+ if (params.FrameCount % 2 == 0.0) vScanlineAlternateOffset = PI_15;
+ vScanlinePeriod = 0.5;
+ }
+
+ //Calculate the maximum possible brightness of the input color by taking glow,
+ //contrast and brightness into account. This is needed so that scanline generation
+ //can map the proper input range and strictly obey scanline thickness constraints.
+ vMax_inLum = max( 1.0, DO_CCORRECTION * apply_contrast_brightness(1.0, CONTRAST, BRIGHTNESS)) *
+ max( 1.0, mix(1.0, IN_GLOW_POWER, DO_CCORRECTION));
+
+
+ //Generate a seed that changes over time for temporal random noise
+ vDynamicSeed = mod(params.FrameCount, 30.0001);
+
+
+ //Calc dotmat grid color
+ vDotMat_Grid_Color = vec3(DOT_M_G_BRT);
+ if (DO_DOT_MATRIX + DO_CCORRECTION > 1.1) {
+ vDotMat_Grid_Color = color_tools(vec3(DOT_M_G_BRT), kelvin2rgb(TEMPERATURE));
+ //Since we modify grid brightness via a specific use parameter, explicitely multiply it by that:
+ vDotMat_Grid_Color *= DOT_M_G_BRT ;
+ }
+
+ //Pixelgrid: get mask type; .rgb contains layout, .a contains the size.
+ vPG_offsets_and_size = PG_get_hmask_preset() ;
+ #define PG_H_COUNT vPG_offsets_and_size.a
+
+ //Pixelgrid: Calc freq_base_screen
+ //Tate ?
+ vPG_OutputSize_tated = params.OutputSize.xy;
+ vPG_OutputCoord_tated = vOutputCoord.xy + vec2(0.00001);
+ vPG_OriginalSize_tated = params.OriginalSize.xy;
+
+ if (vDo_Tate == 1.0) {
+ vPG_OutputSize_tated = params.OutputSize.yx;
+ vPG_OutputCoord_tated = vOutputCoord.yx;
+ vPG_OriginalSize_tated = params.OriginalSize.yx;
+ }
+
+ // screen coords needs flooring, but unfortunately floor() does not work well in vertex shader, so calc as much as possible without floor()
+ vPG_period_multiplier = vec2(PIXELGRID_MUL_X, 1.0);
+ vPG_freq_base_screen = pi * vec2(1/PG_H_COUNT, 0.5);
+
+ //the following unfloored coords are needed by sin/cos later to understand if we are on an even or odd mask
+ vPG_freq_base_screen_unfloored = pi * vec2(1/PG_H_COUNT, 0.5) * (vPG_OutputCoord_tated * vPG_OutputSize_tated);
+
+
+ //This is needed to make sure even/odd staggering period matches betweeb floored (screen 1X)
+ //and unfloored coords (core or non 1x mask size).
+ //The issue visible when staggering the slotmask. FIXME: Not yet 100% perfect
+ vPG_offsets_adjust_for_stagger = 0.0;
+ if (PIXELGRID_SIZE_W == 0.0 || PIXELGRID_MUL_X != 1.0) {
+ //vec4 unfloored_offsets_fix = vec4(1.5,0.5,1.0,0.0);
+ vec4 unfloored_offsets_fix = vec4(1.6, 0.81, 0.54, 0.81);
+ //vPG_offsets_adjust_for_stagger = (pi*0.5)/PG_H_COUNT;
+ vPG_offsets_adjust_for_stagger = unfloored_offsets_fix[int(PG_H_COUNT)-1];
+ }
+
+
+ //scale offsets to be used by sin/cos:
+ vPG_offsets_and_size.rgb *= (pi / PG_H_COUNT);
+
+ //Pixelgrid: adapt period multiplier
+ if (vPG_period_multiplier.x < 0.0) vPG_period_multiplier.x = 1/-vPG_period_multiplier.x;
+ if (vPG_period_multiplier.y < 0.0) vPG_period_multiplier.y = 1/-vPG_period_multiplier.y;
+
+
+ //Pixelgrid: adapt mask height
+ vPG_mask_height = PIXELGRID_Y_MASK_HEIGHT;
+ if (vPG_mask_height < 0.0) vPG_mask_height = 1/-vPG_mask_height;
+
+ //Pixelgrid: do horizontal if enabled, but skip it if user doesn't want it on interlaced content.
+ vDo_pixelgrid_h = float(DO_PIXELGRID_H > 0.0 && !(PIXELGRID_INTR_DISABLE_Y==1.0 && vIsInterlaced==1.0));
+
+
+ vDo_Curvature = DO_CURVATURE * (GEOM_WARP_X + GEOM_WARP_Y);
+
+ //Dot matrix: measure the final picture size to choose a right sharpness level
+ //For simplicity and (my) mental health, take only y into account.
+ vDotMat_Grid_Sharpness = DOT_M_G_SHARP;
+ if (DOT_M_G_SHARP == 0.0) {
+ float zooms_modifier = get_zooms_modifier().y;
+ float dotmat_insize = global.flick_and_noise_passSize.y;
+ float dotmat_outsize = global.FinalViewportSize.y * zooms_modifier;
+ vfprintvalue = dotmat_outsize / dotmat_insize;
+ vDotMat_Grid_Sharpness = (dotmat_outsize / dotmat_insize);
+ vDotMat_Grid_Sharpness = vDotMat_Grid_Sharpness * 3.6 - 3.1;
+ vDotMat_Grid_Sharpness = clamp(vDotMat_Grid_Sharpness, 0.1, 20.0);
+ //vfprintvalue = vDotMat_Grid_Sharpness;
+ }
+ // Delta render, mandatory conditions:
+ vDeltaRenderOk = float( ( params.FrameCount % int(DELTA_RENDER_FORCE_REFRESH) != 0.0 ) && // - We are in a frame that is not forced for full refresh
+ ( vIsInterlaced != 1.0 || PIXELGRID_INTR_DISABLE_Y == 1.0 || DO_PIXELGRID_H == 0.0) // - screen is not interlaced or we disabled scanlines on interlaced content
+ );
+}
+
+
+
+#pragma stage fragment
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in vec2 vOutputCoord;
+layout(location = 2) in vec2 spot_offset;
+layout(location = 3) in float vIsRotated;
+layout(location = 4) in float vIsInterlaced;
+layout(location = 5) in float vScanlinePeriod;
+layout(location = 6) in float vScanlineAlternateOffset;
+layout(location = 7) in float vMax_inLum;
+layout(location = 8) in float vIn_aspect;
+layout(location = 9) in float vDynamicSeed;
+layout(location = 10) in float vBEZEL_INNER_ZOOM_adapted;
+layout(location = 11) in float vDo_Tate;
+layout(location = 12) in vec3 vDotMat_Grid_Color;
+layout(location = 13) in vec4 vPG_offsets_and_size;
+layout(location = 14) in vec2 vPG_freq_base_screen;
+layout(location = 15) in vec2 vPG_freq_base_screen_unfloored;
+layout(location = 16) in vec2 vPG_period_multiplier;
+layout(location = 17) in vec2 vPG_OriginalSize_tated;
+layout(location = 18) in vec2 vPG_OutputSize_tated;
+layout(location = 19) in vec2 vPG_OutputCoord_tated;
+layout(location = 20) in float vDotMat_Grid_Sharpness;
+layout(location = 21) in float vfprintvalue;
+layout(location = 22) in float vPG_mask_height;
+layout(location = 23) in float vDeltaRenderOk;
+layout(location = 24) in float vDo_pixelgrid_h;
+layout(location = 25) in float vDo_Curvature;
+layout(location = 26) in float vPG_offsets_adjust_for_stagger;
+
+
+
+
+layout(location = 0) out vec4 FragColor;
+
+
+layout(set = 0, binding = 1) uniform sampler2D backdrop;
+layout(set = 0, binding = 2) uniform sampler2D bloom_pass_final;
+layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_pass;
+layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass;
+layout(set = 0, binding = 5) uniform sampler2D avglum_pass;
+layout(set = 0, binding = 6) uniform sampler2D monitor_body_straight;
+layout(set = 0, binding = 7) uniform sampler2D monitor_body_curved;
+layout(set = 0, binding = 8) uniform sampler2D bg_under;
+layout(set = 0, binding = 9) uniform sampler2D bg_over;
+//layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass;
+layout(set = 0, binding = 11) uniform sampler2D in_glow_pass;
+layout(set = 0, binding = 12) uniform sampler2D halo_pass;
+layout(set = 0, binding = 13) uniform sampler2D final_passFeedback;
+layout(set = 0, binding = 15) uniform sampler2D DEBUG_TEXTURE;
+
+
+
+#define RECT01 vec4(0.0, 0.0, 1.0, 1.0)
+#define HALF_PI 1.5707963267949
+#define QUARTER_PI 0.785398163397448
+
+#include "includes/functions.include.slang"
+
+
+vec2 vOutputCoord_adapted;
+vec2 get_vOutputCoord_adapted() {
+ return vOutputCoord_adapted;
+}
+
+
+vec3 fn_pixel_nightify(vec3 color_in, float strength, vec3 ambilight) {
+ if (strength == 0.0) return color_in;
+
+ color_in = clamp(color_in, 0.0, 1.0);
+
+ vec3 color_hsv_in = rgb2hsv(color_in);
+
+ //If there is an ambientlight, then the strangth has to be lowered:
+ vec3 strength_vec3 = vec3(strength - ambilight);
+
+ strength_vec3 = scale_to_range_vec3(strength_vec3, 0.0, 1.0);
+
+ vec3 color_hsv_min = color_hsv_in;
+ color_hsv_min.yz = scale_to_range_vec2(color_hsv_min.yz, -0.1, 0.1);
+
+ vec3 color_rgb_min = hsv2rgb(color_hsv_min);
+
+
+ vec3 pixel_out = mix(color_in, color_rgb_min, strength_vec3);
+
+ //It could make sense to higher the contrast when ambient light hits the picture,
+ //Maybe this could be used independently on the nightify feature?
+ /*vec3 new_contrast = ambilight;
+ vec3 new_brightness = ambilight*0.0;
+ pixel_out = scale_to_range_vec3(pixel_out, -new_contrast, 1+new_contrast) + new_brightness;*/
+
+ return pixel_out;
+}
+
+
+
+float morph_shape_full(float shape, float power, float steep ) {
+ float lum_scaled = power;
+ float l = lum_scaled; // (already clamped)
+ if (lum_scaled <= 0.5+steep) {
+ float l1 = pow(l, 4) * 15;
+ shape = pow(shape, 1/sqrt(l1));
+ } else {
+ float l2 = (l-0.5)*2.0;
+ shape = mix(shape, 1.0, l2); //shape = shape * (1-l2) + l2;
+ }
+ return shape;
+}
+
+vec3 morph_shape_full_vec3(vec3 shape, vec3 l, float steep, float gamma ) {
+ vec3 l_pow = pow(l,vec3(gamma));
+ vec3 l2 = min(l_pow * 16, 1+steep);
+ vec3 s1 = pow(shape, 1/sqrt(l2));
+ vec3 s2 = (1-s1) * l_pow;
+ return s1+(s2/(1+steep));
+
+}
+
+/*vec3 morph_shape_full_vec3(vec3 shape, vec3 l, float steep ) {
+ vec3 l_pow = pow(l,vec3(4.2));
+ vec3 l2 = l_pow * 16;
+ l2 = clamp(l2, 0.0, 1+steep);
+ vec3 s1 = pow(shape, 1/sqrt(l2));
+ vec3 s2 = (1-s1) * l_pow;
+ return s1+(s2/(l+steep));
+}*/
+
+/*vec3 morph_shape_full_vec3(vec3 shape, vec3 l, float steep ) {
+ vec3 l_pow = pow(l,vec3(4.1));
+ vec3 l2 = l_pow * 16;
+ l2 = clamp(l2, 0.0,1.0);
+ vec3 s1 = pow(shape, 1/sqrt(l2));
+ vec3 s2 = (1-s1) * l_pow * (l*l);
+ return s1+(s2/(1+steep));
+}*/
+
+vec3 morph_shape(vec3 shape, vec3 power, float steep, float gamma ) {
+ return morph_shape_full_vec3(shape, power, steep, gamma);
+
+ return vec3(
+ morph_shape_full(shape.x, power.x, steep),
+ morph_shape_full(shape.y, power.y, steep),
+ morph_shape_full(shape.z, power.z, steep)
+ );
+
+
+ //Use this to compare different methods
+ if (params.FrameCount % 2 == 0.0)
+ return morph_shape_full_vec3(shape, power, steep, gamma);
+ else
+ return vec3(
+ morph_shape_full(shape.x, power.x, steep),
+ morph_shape_full(shape.y, power.y, steep),
+ morph_shape_full(shape.z, power.z, steep)
+ );
+}
+
+/*float morph_shape(float shape, float power, float steep ) {
+ return morph_shape_full(shape, power, steep);
+}*/
+
+
+
+
+vec3 downsample( sampler2D tex, vec2 uv, vec4 sourcesize, float sharpness_add ) {
+ vec2 sharpness = vec2(1.0)+sharpness_add;
+ vec2 scale = sourcesize.xy * sharpness;
+
+ vec2 iuv = floor(uv * scale);
+ vec2 bottomleft = iuv;
+ vec2 bottomright = ( iuv + vec2(1.0,0.0)) / scale;
+ vec2 topleft = ( iuv + vec2(0.0,1.0)) / scale;
+ vec2 topright = ( iuv + vec2(1.0,1.0)) / scale;
+
+ bottomleft /= scale;
+
+ vec2 dist = (uv - bottomleft)*scale;
+
+ vec3 bl = texture(tex, bottomleft).xyz ;
+ vec3 br = texture(tex, bottomright).xyz ;
+ vec3 tl = texture(tex, topleft).xyz ;
+ vec3 tr = texture(tex, topright).xyz ;
+
+ vec3 tA = mix( bl, br, dist.x );
+ vec3 tB = mix( tl, tr, dist.x );
+ return mix( tA, tB, dist.y );
+
+}
+
+vec3 downsample_x( sampler2D tex, vec2 uv, vec4 sourcesize, float sharpness_add ) {
+
+ float sharpness = 1.0+sharpness_add;
+
+ vec2 scale = vec2(sourcesize.x * sharpness, 1.0);
+
+ vec2 iuv = vec2( floor(uv.x * scale.x), uv.y);
+
+ vec2 bottomleft = iuv;
+ vec2 bottomright = ( iuv + vec2(1.0,0.0)) / scale;
+
+ bottomleft /= scale;
+
+ vec2 dist = (uv - bottomleft)*scale;
+
+ vec3 bl = texture(tex, bottomleft).xyz ;
+ vec3 br = texture(tex, bottomright).xyz ;
+
+ return mix( bl, br, dist.x );
+
+}
+
+vec3 smoothstep_fast(vec3 edge0, vec3 edge1, vec3 x) {
+
+ vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
+ //return cos(t * 3.14159265358979323846) * -0.5 + 0.5;
+ return mix(vec3(0.0), vec3(1.0), t);
+}
+
+vec4 fn_pixel_grid(vec2 in_coords, vec3 pixel_in, float min_inLum, float max_inLum ) {
+ /*
+ This would provide an additional method to alter scanlines "inertia", but has a cost of 4fps
+ when using smoothstep_fast and 13fps(!) when using standard smoothstep.
+ It could replace glow_x for tight blurs.
+ */
+
+ ////vec3 lum_h = downsample(in_glow_pass, in_coords, global.flick_and_noise_passSize, 0.0).rgb;
+ //vec3 lum_h = downsample_x(in_glow_pass, in_coords, global.flick_and_noise_passSize, 0.0).rgb;
+ //lum_h *= smoothstep_fast( vec3(SERVICE1-0.1) ,vec3(SERVICE1), lum_h);
+ //pixel_in = max(pixel_in, lum_h);
+
+
+ //Scanlines: compute each phosphor height according to input luminance, puttin it here helpas parallelism a bit.
+ float extragain_h = max(PIXELGRID_MAX_H, 1.0); //Handle
+ vec3 phosphor_height = map_range(pixel_in*extragain_h, min_inLum, max_inLum, PIXELGRID_MIN_H, clamp(PIXELGRID_MAX_H, PIXELGRID_MIN_H, 1.0));
+
+
+ //Tate ? (other outputsize,originalsize and outputcoords "tated" in vertex shader.)
+ if (vDo_Tate == 1.0) in_coords.xy = in_coords.yx;
+ //in_coords = in_coords - global.flick_and_noise_passSize.zw*0.5; //<-- needed if for whatever reason you want to draw scanlines and vgaps in first_pass
+
+ //Get preset masks on ".rgb" and mask size on ".a" , mask and period for every phosphor done in vertex shader.
+ float PG_h_count = vPG_offsets_and_size.a;
+ vec3 PG_offsets = vPG_offsets_and_size.rgb;
+
+ vec2 freq_base_core = pi * in_coords * vPG_OriginalSize_tated ;
+
+ //Screen coords:
+ //The following unfloored coords are needed by sin/cos later to understand if we are on an even or odd mask
+ //vec2 freq_base_screen_unfloored = pi * vec2(1/PG_h_count, 0.5) * (vPG_OutputCoord_tated * vPG_OutputSize_tated);
+ vec2 freq_base_screen_unfloored = vPG_freq_base_screen_unfloored; //<-- missing muls because done to vertex shader.
+
+ //Screen coords needs flooring, but we need to disable flooring if using non 1x screen coords
+ // y screen coords appear to work just fine even if we always floor them,
+ // you can use "float(fract(1/vPG_mask_height) < 0.01"as the y mix parameter instead of 1.0 if in doubt.
+ #define SCREEN_Y_MIX 1.0 //<-- Always floor screen y coords (seems to work good everytime)
+ //#define SCREEN_Y_MIX float(fract(1/vPG_mask_height) < 0.01) //<-- only floor screen y coords when non integer multipliers
+ vec2 freq_base_screen = mix( vPG_freq_base_screen_unfloored,
+ vPG_freq_base_screen * floor(vPG_OutputCoord_tated * vPG_OutputSize_tated ),
+ vec2( float(PIXELGRID_MUL_X==1.0), SCREEN_Y_MIX )
+ );
+
+ //Switch between core and screen sizes (x and y)
+ vec2 freq_base = mix( freq_base_core, freq_base_screen, vec2(PIXELGRID_SIZE_W, 0.0));
+ vec2 freq_base_unfloored = mix( freq_base_core, freq_base_screen_unfloored, vec2(PIXELGRID_SIZE_W, 0.0));
+
+
+ //Apply multiplier:
+ freq_base /= vPG_period_multiplier;
+ freq_base_unfloored /= vPG_period_multiplier;
+
+ vec3 freq_rgb = vec3(freq_base.x) - PG_offsets;
+
+
+ //The following is needed by scanlines and vertical mask
+ //sin() tell use if the current cell position is odd or even:
+
+ //FIXME: is_even should be a single phosphor property.
+ //If i manage to find a way to do it, i could use
+ //decon_stagger.r,g,b to stagger single phosphors.
+ //And that way, i could blend staggered triads together
+ //without "cuts" between them.
+ //FIXME FIXME: Unsurer if the previous statement is still valid.
+
+ //Moving it up there provides a small speed up due to
+ //increased parallalism, I guess.
+ float sin_check_offset = sin(freq_base_unfloored.x + vPG_offsets_adjust_for_stagger);
+ float is_even = step(sin_check_offset, 0.0);
+
+
+ //Scanlines and fake slotmask =========================================================================
+ vec3 rgb_h = vec3(1.0);
+ float dedot_mix_inverted = 1.0;
+
+ //Pixelgrid: do horizontal if enabled, but skip it if user doesn't want it on interlaced content.
+ //if (DO_PIXELGRID_H > 0.0 && !(PIXELGRID_INTR_DISABLE_Y==1.0 && vIsInterlaced==1.0)) { //103.1
+ if (vDo_pixelgrid_h > 0.5) {
+
+ //Since we emulate scanlines, take into account current scanline phase:
+ float interlacing_adapt_period = vScanlinePeriod;
+
+ //We can offset trias to emulate fake core level slotmask by applying the optional offset to emulate the slotmask on even cells
+ float triad_stagger_offset = is_even * pi * (PIXELGRID_OFFSET_CORE);
+ //get 3 sines with applied the optional staggered offset for slotmask, and single phosphors staggering for y deconvergence.
+ vec3 decon_stagger = vec3( PIXELGRID_DECON_R_H, PIXELGRID_DECON_G_H, PIXELGRID_DECON_B_H) ; //* (pixel_in/max_inLum) ;
+ vec3 rgb_h_sin = sin( (freq_base_core.y * interlacing_adapt_period) + triad_stagger_offset - decon_stagger + vScanlineAlternateOffset );
+ //make it positve with doubled frequency:
+ rgb_h_sin = (rgb_h_sin * rgb_h_sin);
+
+ //Compute dedot mix here for use in h mask and vmask2 later
+ dedot_mix_inverted = (1-rgb_h_sin.r) * PIXELGRID_H_DEDOT ;
+ dedot_mix_inverted = dedot_mix_inverted * (max(max(pixel_in.r, pixel_in.g), pixel_in.b)/max_inLum);
+ //dedot_mix_inverted = dedot_mix_inverted * dot(pixel_in, vec3(0.33333) )/max_inLum;
+ dedot_mix_inverted = 1-dedot_mix_inverted;
+
+ // Compute each phosphor height according to input luminance,
+ // Moved outside the branch to help parallelism a bit
+ //float extragain_h = max(PIXELGRID_MAX_H, 1.0); //Handle
+ //vec3 phosphor_height = map_range(pixel_in*extragain_h, min_inLum, max_inLum, PIXELGRID_MIN_H, clamp(PIXELGRID_MAX_H, PIXELGRID_MIN_H, 1.0));
+
+
+ //Finally get 3 sines out of the previous one by applying height modifiers
+ rgb_h = morph_shape(rgb_h_sin, phosphor_height, PIXELGRID_NO_INTERBLEED_H, PIXELGRID_GAMMA_H);
+
+ rgb_h = mix(vec3(1.0), rgb_h, DO_PIXELGRID_H);
+ rgb_h = clamp(rgb_h, 0.0,1.0);
+
+
+ /* float punch_y = sin(freq_base_core.y);
+ punch_y = pow(punch_y,32.0);
+ float punch_x = sin(freq_base.x);
+ punch_x = pow(punch_x,32.0);
+ rgb_h +=vec3(punch_x * punch_y ) * SERVICE1 * 50;
+ //return vec4(punch_x * punch_y );*/
+
+ //Scanline "mangler"
+ //float t = 0.2;
+ //t = - (-0.6 * 0.3 - 0.12);
+ //t = 0.3;
+ //float t = SERVICE1;
+ //rgb_h = smoothstep(t, t+0.2, phosphor_height) * rgb_h;
+
+ //Mask Gamma "out"
+ //rgb_h = pow(rgb_h, vec3(PIXELGRID_GAMMA_OUT_H));
+ //if (phosphor_height.r < 0.1) rgb_h = vec3(0.0);
+ }
+
+
+
+ //Horizontal Triad Mask: ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ vec3 rgb_w = vec3(1.0);
+ vec3 rgb_grille = vec3(0.0);
+
+ if (DO_PIXELGRID_W > 0.0) { //4%
+ //get 3 sines in black/white
+ rgb_w = cos(freq_rgb);
+ //make them always positive and double frequency:
+ rgb_w = (rgb_w * rgb_w);
+ //"export" naked vertical grille
+ rgb_grille = (rgb_w * rgb_w) * (rgb_w * rgb_w);
+ //Scale Max width according to pre-gains:
+ vec3 phosphor_width = map_range(pixel_in, min_inLum, max_inLum, PIXELGRID_MIN_W, PIXELGRID_MAX_W);
+ //Get final phosphor width:
+ rgb_w = morph_shape(rgb_w, phosphor_width, PIXELGRID_NO_INTERBLEED_W, PIXELGRID_GAMMA_W); //2%
+
+ //Dedot rgb mask between h mask.
+ //This work only when there are dots and have the countereffect when there are not.
+ //This happen because flattening the rgb mask will make unflattened rgb triads
+ //more evident, so this has to be used only when needed.
+ //rgb_w = mix(rgb_h, rgb_w, dedot_mix_inverted);
+ rgb_w = mix(phosphor_width, rgb_w, dedot_mix_inverted);
+
+ //lower strength via user parameter?
+ rgb_w = mix(vec3(1.0), rgb_w, DO_PIXELGRID_W);
+ }
+
+ //1%
+ //Mask strength modifiers for hmask, performs way better outside the main if then ^^ up there ^^
+
+ /*
+ vec3 rgb_w_weakness = (pixel_in * PIXELGRID_HMASK_NO_BRIGHT) ;
+ rgb_w_weakness = clamp(rgb_w_weakness,0.0,1.0);
+
+ rgb_w = mix( rgb_w, vec3(1.0), rgb_w_weakness);
+ rgb_w = mix( vec3(1.0), rgb_w, DO_PIXELGRID_W);
+ //The following should be equivalent to ^ ^ but it seems slower.
+ // rgb_w = mix( vec3(1.0), rgb_w, DO_PIXELGRID_W * (1-rgb_w_weakness) );
+ */
+
+ //Vertical mask .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
+ // can be used for slotmask,aperturegrille, not scanlines.
+ //...well technically yes, but they would have a boxed shape.
+ vec3 darklines_mask=vec3(1.0);
+ float PG_spark;
+ vec3 pixel_in_unsparkled = pixel_in;
+ if (PIXELGRID_Y_MASK > 0.0) {
+ //Switch reference coords according to user pref:
+ float freq_cell_y = mix(freq_base_core.y, freq_base_screen.y, PIXELGRID_Y_MASK_COORDS);
+
+ //mask phosphors heigth
+ #define PH_MASK_HEIGHT (freq_cell_y * vPG_mask_height)
+ //phosphors mask stagger
+ #define PH_MASH_OFFSET (PIXELGRID_Y_MASK_OFFSET * pi * 0.5 )
+
+ //Use abs(cos) (later 1-abs(cos) to get horizontal gaps, use pow to make them steep.
+ //Stagger them by PH_MASH_OFFSET on even triads
+
+ float mask_shape = abs(cos( PIXELGRID_Y_MASK_SHIFT*pi + PH_MASK_HEIGHT + (PH_MASH_OFFSET * is_even)) ) ;
+ mask_shape = pow(mask_shape, PIXELGRID_Y_MASK_STEEP);
+
+ // We can make the stagger dark line less pronunced
+ // on its sides so that lateral staggered color
+ // can bleed over.
+ // but you really need to have God eyes to notice any improvement, if any imho.
+ // Also, this would probably alter the colors (?)
+ // So keep it disabled.
+ // float Bleed_force = SERVICE1; //0.02 seems a realistic value.
+ // float side_visibility = pow(pow(sin_check_offset,2.0),Bleed_force);
+ // mask_shape = mask_shape* side_visibility;
+ // return vec4(mask_shape);
+
+ //Get per channel input luminance by clamping pixel_in and applying hmask
+ vec3 lum=clamp(pixel_in * rgb_w, 0.0, 1.0);
+ //Adapt the luminance effect via input parameter
+ vec3 lum_adapted = (1-lum*PIXELGRID_Y_MASK_ON_WHITE);
+ //Calc final mask visibility as the minimum between tha configured visibility and luminosity effect
+ vec3 V=min( lum_adapted, vec3(PIXELGRID_Y_MASK) );
+ //apply user visibility modifier to the mask
+ darklines_mask = 1-(mask_shape*V);
+ //Try to get a more brillant/sparkling look by highering the darklines
+ //effect (sub) and pushing the source color, useful for slotmasks.
+ PG_spark = PIXELGRID_Y_SPARK * PIXELGRID_Y_MASK;
+ darklines_mask -= PG_spark;
+
+ pixel_in *= 1 + ((PG_spark*4) * dedot_mix_inverted);
+
+ //Dedot darklines mask:
+ darklines_mask = mix(vec3(1.0), darklines_mask, dedot_mix_inverted );
+ }
+
+
+ //Finally put H mask, Scanlines and darklines masks togheter:
+ //vec3 mask = rgb_w * rgb_h * darklines_mask;
+ vec3 mask = min( (rgb_w * rgb_h), darklines_mask * rgb_h); //<- this way it does not interfree with scanline height!
+ //FIXME: test with coore or fuzzy coords how it works when using variable width phosphors, maybe
+ //it would need to be: vec3 mask = min((rgb_w * rgb_h), darklines_mask * rgb_h * rgb_w); =
+
+
+ //mask posterization experiment:
+ //mask = floor(mask*16.0)/16.0;
+ //mask = pow(mask, vec3(0.5));
+
+
+
+ //Apply Overmask:
+ mask = PIXELGRID_OVERMASK * (mask - 0.5) + 0.5;
+ pixel_in = mix(pixel_in, pixel_in * PIXELGRID_OVERMASK, PIXELGRID_OVERMASK);
+
+
+ //Apply the mask to pixel_in and clamp the minimum to the unexcited grille.
+ vec3 mask_and_grille = max(mask * pixel_in, rgb_grille * PIXELGRID_BASAL_GRID*0.0025);
+
+
+ //return it with alpha channel containing the mask itself, so that halo can selectively light it.
+ return vec4( mask_and_grille , dot(rgb_h, vec3(0.3333)));
+}
+
+
+vec4 fn_pixel_dotmat(vec2 coords, vec3 pixel_in) {
+
+ //Base angle, depends on original size:
+ vec2 angle_base = coords * pi * params.OriginalSize.xy; //FIXME here we want .yy to make integer scaling
+
+ //Zoom to debug:
+ angle_base/=DOT_M_MULTIPLY;
+
+ //Set the grid sharpness from vertex shader:
+ float s_grid = vDotMat_Grid_Sharpness;
+
+
+ //Generate bw grid:
+ vec2 grid = cos(angle_base);
+ grid = grid * grid;
+ grid = pow(grid, vec2(s_grid));
+ grid = 1 - grid;
+
+
+ //Combine gridx and gridy into a single one
+ //float fgrid = min(grid.x, grid.y);
+ float fgrid = grid.x* grid.y;
+
+ //Modify strength for "paint on background" option
+
+ //Smoothly fadeout grid on background
+ //The fadeout size:
+ float fade_size = 0.3;
+
+ //We invert the smooth logic if threshold is negative. this allow to fadeout
+ //the grid on bright or dark backgrounds.
+ float lum_scaled = dot(pixel_in, vec3(0.33333));
+ lum_scaled = clamp(lum_scaled, 0.0, 1.0);
+ lum_scaled = mix_step(1-lum_scaled, lum_scaled, float(DOT_M_G_TRESH > 0.0));
+
+ float smooth_threshold = abs(DOT_M_G_TRESH);
+ vec2 smooth_range = vec2(smooth_threshold, smooth_threshold+fade_size);
+ float grid_smoothstep = 1- smoothstep(smooth_range.x, smooth_range.y, lum_scaled);
+
+ //Adapt grid strength
+ float grid_str = DOT_M_G_STR * grid_smoothstep;
+ //Apply strength modifier
+ float fgrid_adpt = mix(1.0, fgrid, grid_str);
+
+ //Output is the mix of the gap and the rgb masked pixel in.
+ //In the alpha channel we put the grid because it could be selectiveli brightened by halo
+ return vec4(
+ mix(vDotMat_Grid_Color, pixel_in, fgrid_adpt),
+ fgrid_adpt
+ );
+
+}
+
+float get_clamped_white_reference(vec3 pixel_in){
+ float white_reference = max(max(pixel_in.r,pixel_in.g),pixel_in.b);
+// white_reference = min(white_reference,1.0); //Clamp here for both vmask and darklines.
+ return white_reference;
+}
+
+vec3 pixel_backdrop_image() {
+ vec2 backdrop_offset=vec2(BACKDROP_OFFX,BACKDROP_OFFY);
+
+ vec2 backdrop_tex_size = textureSize(backdrop, 0);
+ float backdrop_lod = log2(backdrop_tex_size.y / global.FinalViewportSize.y);
+
+ vec2 backdrop_coords = get_scaled_coords_aspect(
+ vOutputCoord+backdrop_offset,
+ global.FinalViewportSize,
+ backdrop_tex_size.x/backdrop_tex_size.y,
+ bool(vIsRotated));
+
+ backdrop_coords=zoom(backdrop_coords, BACKDROP_ZOOM);
+ return textureLod(backdrop, backdrop_coords, backdrop_lod).rgb;
+}
+
+
+vec4 textureLod_wrap(sampler2D tex, vec2 co, float lod, float wrap_mode) {
+ #ifdef ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER
+ /*
+ // Mirrored repeat, once, useless since is done by default
+ if (co.x > 1.0 || co.x < 0.0)
+ co.x = 1- mod(co.x, 1.0);
+ if (co.y > 1.0 || co.y < 0.0)
+ co.y = 1- mod(co.y, 1.0);
+ */
+
+ if (wrap_mode == 1.0) {
+ //Clamp to border, black.
+ bool bOutside = (co.x < 0.0 || co.x > 1.0 || co.y < 0.0 || co.y > 1.0 ) ;
+ if (bOutside) return vec4(0.0,0.0,0.0,1.0);
+ } else if (wrap_mode == 2.0) {
+ //Clamp to edge:
+ co = clamp(co, 0.00, 1.0);
+ } else if (wrap_mode == 3.0) {
+ //Repeat no mirror:
+ co = mod(co, 1.0);
+ }
+ #endif
+ return textureLod(tex, co, lod);
+}
+
+
+float pixel_blank_alternate(float strength) {
+ /*
+ vec3 pixel_strobe = pixel_out.rgb * mod(params.FrameCount, 2);
+ float max_c = max(pixel_out.r, max(pixel_out.g, pixel_out.b));
+ float max_c_adpt = 1 - (max_c * 0.5);
+ pixel_out.rgb = mix (pixel_out.rgb, pixel_strobe, ALT_BLANK_STRENGTH * max_c_adpt ) ;
+ */
+
+ // Emulate the low crt persistance by only drawing odd/even lines
+ // on odd/even frames
+
+
+
+ float line = vTexCoord.y * params.OutputSize.y;
+ float l_period_half = ALT_BLANK_PERIOD / 2;
+
+
+ //Use another alg that affects less dark colors for negative strength values.
+ /* if (strength < 0.0) {
+ strength *= -1;
+ float max_c = max(source.r, max(source.g, source.b));
+ float max_c_adpt = 1 - (max_c * 0.5);
+ strength *= max_c_adpt;
+ }*/
+
+ //If the frame has been completely blanked, rendered will be 0.0
+ //rendered will be returned and can be used to skip
+ float rendered;
+
+ if (mod(float(params.FrameCount),2.0 ) == 1) {
+ if (mod(line,ALT_BLANK_PERIOD) > l_period_half) {
+ return strength;
+ }
+ } else {
+ if (mod(line,ALT_BLANK_PERIOD) <= l_period_half) {
+ return strength;
+ }
+ }
+ return 1.0;
+}
+
+
+vec3 bezel_color(float lum) {
+ //Colorize bezel frame
+ vec3 col = vec3(BEZEL_R,BEZEL_G,BEZEL_B) + lum;
+ float con_max = 0.5 * BEZEL_CON + 0.5;
+ col = scale_to_range_vec3(col, -con_max+1, con_max);
+ return clamp(col,0.0,1.0);
+}
+
+
+float fuzzyrect(vec2 uv, vec2 size, float radius, float blur) {
+ vec2 hSize = size / 2.0 - radius;
+ float d = length(max(abs(uv - vec2(0.5)),hSize)-hSize);
+ return smoothstep(-radius-blur, -radius+blur, -d);
+}
+
+float create_ambi_colorize_shade(vec2 co) {
+ float blur = AMBI_OVER_BEZEL_SIZE;
+ vec2 size = vec2(1.0, 2 - AMBI_OVER_BEZEL_AR_CORRECTION)-blur;
+ float radius = 0.0;
+
+ return 1 - min ( fuzzyrect(co, size, radius, blur) * 2, 1.0);
+}
+
+
+
+vec2 get_scaled_coords_for_bezel() {
+ //This function is here because compiler gets mad if i calc coords_for_bezel
+ //outside the main branch "if DO_BEZEL then compose_bezel_over"
+ //performances falls down for no apparent reason.
+ //But still, i need to access it twice in the code.
+ //So this is a function that ensures me that i always calc it the same way.
+
+ vec2 co = vTexCoord;
+
+ co = zoomout_coords(co, -BEZEL_FRAME_ZOOM, 1.0);
+ co.y = zoom1D(co.y, BEZEL_ASPECT_CORRECTION);
+
+ if (DO_TILT == 1.0)
+ return tilt(co, vIsRotated, vec2(TILT_X, TILT_Y) * TILT_BEZEL_K);
+ else
+ return co;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////////////////////////
+
+
+vec4 fn_pixel_fgbg_image(sampler2D smp) {
+ vec2 fg_image_offset=vec2(BG_IMAGE_OFFX,BG_IMAGE_OFFY);
+ vec2 tex_size = textureSize(smp, 0); // * BG_ZOOM;
+ float bg_over_lod = log2(tex_size.y / global.FinalViewportSize.y);
+
+ if (BG_IMAGE_ROTATION > 0.0 || ( BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) ) tex_size.xy = tex_size.yx;
+
+ vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + fg_image_offset, global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated));
+
+ if (BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) {
+ //handle automatic rotation of bg image for rotated games
+ back_coords.xy = back_coords.yx;
+ back_coords.y = 1 - back_coords.y;
+ } else if (BG_IMAGE_ROTATION > 0.0) {
+ //rotate as user prefs
+ back_coords.xy = back_coords.yx;
+ if (BG_IMAGE_ROTATION == 1.0) back_coords.y = 1 - back_coords.y;
+ if (BG_IMAGE_ROTATION == 2.0) back_coords.x = 1 - back_coords.x;
+ }
+ back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
+ vec4 pixel_bgover = textureLod_wrap(smp, back_coords, bg_over_lod, BG_IMAGE_WRAP_MODE);
+ return pixel_bgover;
+}
+
+vec3 light_over_image(vec3 light, vec3 image, float black_illumination) {
+ //Simulates illumination.
+ //It works by adding the light on the image.
+ //It will add less light on dark colors (
+ vec3 light_on_black = black_illumination * light;
+ return image.rgb + ( (light - light_on_black ) * image.rgb ) + light_on_black;
+
+}
+
+vec3 ambi_blend_image(vec4 image, vec3 ambi, float blend_mode) {
+ //mix or add ambient light with image, also allow force colorization in add mode.
+ if (DO_AMBILIGHT == 0.0) return image.rgb;
+
+ // Fake a transparent image when force colorization is requested
+ // So that we can use the same code used for alpha blend.
+ // Also multiply AMBI_BG_IMAGE_FORCE * AMBI_BG_IMAGE_BLEND_MODE to skip
+ // force colorization when mode blend mode is not "ADD".
+ float image_alpha_adapted = image.a - (AMBI_BG_IMAGE_FORCE * AMBI_BG_IMAGE_BLEND_MODE);
+
+ if (AMBI_BG_IMAGE_BLEND_MODE == 0.0) {
+ image.rgb = mix(ambi.rgb, image.rgb, image_alpha_adapted);
+ } else {
+ //image.rgb = image.rgb + (ambi.rgb * (1 - image_alpha_adapted));
+ /*float light_on_black = 0.3;
+ vec3 ambi_alpha_masked = ambi.rgb * (1 - image_alpha_adapted);
+ vec3 ambi_on_black = light_on_black * ambi_alpha_masked;
+
+ image.rgb = image.rgb + ((ambi_alpha_masked-ambi_on_black) * image.rgb) + ambi_on_black;*/
+
+ float black_illumination = 0.5;
+ vec3 ambi_alpha_masked = ambi.rgb * (1 - image_alpha_adapted);
+ image.rgb = light_over_image(ambi_alpha_masked, image.rgb, AMBI_ADD_ON_BLACK) ;
+
+ }
+ return image.rgb;
+
+ /*image.rgb = (AMBI_BG_IMAGE_BLEND_MODE == 0.0) ?
+ mix(ambi.rgb, image.rgb, image_alpha_adapted)
+ :
+ image.rgb + (ambi.rgb * (1 - image_alpha_adapted));
+
+ return image.rgb;*/
+}
+
+float gaussian_coefficient(float x, float sigma) {
+ //restituisce un coefficiente gaussiano per x compreso tra 0 ed 1
+ float coefficient = 1.0 / sqrt(2.0 * 3.14159265358979323846 * sigma);
+ float exponent = -((x * x) / (2.0 * sigma));
+ return coefficient * exp(exponent);
+}
+
+
+
+
+vec3 fn_pixel_content(vec2 coords) {
+
+ vec3 pixel_out;
+ vec3 pixel_glowed;
+ float dot_mat_or_pixelgrid = 1.0; //init dot grid or scanline mask to 1.0
+
+ //Black frame insertion, made static, enable it in config.inc.
+ #ifdef ALLOW_ALT_BLANK
+ float alt_blank_power = 1.0;
+ //Calculate if line has to be blanked
+ if (DO_ALT_BLANK == 1.0 ) alt_blank_power = pixel_blank_alternate( 1 - ALT_BLANK_STRENGTH);
+
+ //If we completely blanked the line, there is no need to process it further.
+ if (alt_blank_power == 0.0) return vec3(0.0);
+ #endif
+
+ //#define USE_QUILEZ
+
+ #ifdef USE_QUILEZ
+ pixel_glowed = texture(in_glow_pass, coords_QULEZ(coords, global.flick_and_noise_passSize)).rgb;
+ pixel_out = pixel_glowed;
+ #else
+ pixel_glowed = texture(in_glow_pass, coords).rgb;
+ pixel_out = pixel_glowed;
+ #endif
+
+
+ //Pixel grid
+ if (DO_PIXELGRID == 1.0) {
+ vec4 pixel_grid = fn_pixel_grid(coords, pixel_out, 0.0, vMax_inLum);
+ //grid mask only is needed by halo to selectively light the grid.
+ dot_mat_or_pixelgrid = pixel_grid.a;
+ pixel_out = pixel_grid.rgb;
+ }
+ //Dot mask
+ if (DO_DOT_MATRIX == 1.0) {
+ vec4 pixel_dotmat = fn_pixel_dotmat(coords, pixel_out);
+ //grid mask only is needed by halo to selectively light the grid.
+ dot_mat_or_pixelgrid = pixel_dotmat.a;
+ //rgb channel goes to pixel_out
+ pixel_out = pixel_dotmat.rgb;
+
+ }
+
+ //Halo
+ vec3 pixel_haloed = vec3(0.0);;
+
+ if (DO_HALO == 1.0 ) {
+ pixel_haloed = texture(halo_pass,coords).rgb;
+ //Halo only on scanlines:
+ pixel_out += pixel_haloed * dot_mat_or_pixelgrid ;
+ //Halo over scanlines gap too:
+ pixel_out += pixel_haloed * (HALO_VS_SCAN) * (1 - dot_mat_or_pixelgrid) ;
+ }
+
+ // Apply gamma out:
+ if (DO_CCORRECTION == 1.0)
+ pixel_out = pow(max(pixel_out, vec3(0.0)),vec3(GAMMA_OUT));
+
+ //Bloom
+ /* if (DO_BLOOM == 1.0 ) {
+ vec3 bloomed=texture(bloom_pass_final, coords).rgb ;
+ if (BLOOM_BYPASS != 1.0 ) {
+ vec3 lum = clamp(pixel_glowed, 0.0,1.0);
+ vec3 darkness=(1-lum) * (1-lum);
+ bloomed = mix( bloomed * darkness , bloomed, BLOOM_OVER_WHITE);
+ }
+ pixel_out = bloomed + float(BLOOM_BYPASS < 0.5) * pixel_out;
+ }*/
+ //Bloom
+ if (DO_BLOOM == 1.0 ) {
+ vec3 bloomed=texture(bloom_pass_final, coords).rgb ;
+ pixel_out = bloomed + float(BLOOM_BYPASS < 0.5) * pixel_out;
+ }
+
+ //Black frame insertion, made static, enable it in config.inc.
+ #ifdef ALLOW_ALT_BLANK
+ if (DO_ALT_BLANK == 1.0 )
+ //apply the blank power we calculated earlier in the code.
+ pixel_out.rgb = clamp(pixel_out.rgb,0.0,1.0) * alt_blank_power;
+ #endif
+
+ return pixel_out;
+}
+
+
+vec4 fn_pixel_bezel(vec2 coords_for_bezel, vec2 coords_for_mirror, float nightify_str, vec3 pixel_ambilight) {
+
+ //Can we skip Blank outside border and inner blank tube?
+ vec4 inner_blank_rect = vec4(1-BEZEL_TUBE_BLANK_SIZE, 1-BEZEL_TUBE_BLANK_SIZE, BEZEL_TUBE_BLANK_SIZE, BEZEL_TUBE_BLANK_SIZE);
+ if (is_first_outside_rect(coords_for_bezel, RECT01) ||
+ is_first_inside_rect(coords_for_bezel, inner_blank_rect)
+ ) return vec4(0.0);
+
+ vec4 bezel_in;
+
+ //Sample main bezel texture:
+ #ifndef BEZEL_RES
+ vec2 bezel_lut_size = textureSize(monitor_body_curved, 0); //no need to branch here if we assume straight and curved textures are the same size. //FIXME?
+ #else
+ vec2 bezel_lut_size = BEZEL_RES;
+ #endif
+ float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y);
+
+ if (BEZEL_USE_STRAIGHT < 0.5)
+ bezel_in = textureLod(monitor_body_curved,coords_for_bezel,bezel_frame_lod);
+ else
+ bezel_in = textureLod(monitor_body_straight,coords_for_bezel,bezel_frame_lod);
+
+
+ //Exit if the bezel is completely transparent (the tube)
+ if (bezel_in.a == 0.0) return vec4(0.0);
+
+ //Colorize the bezel (bezel.r expresses the luminance)
+ vec3 bezel_out = bezel_color(bezel_in.r);
+
+ float lut_specular = bezel_in.g * BEZEL_SPCL_STRENGTH;
+ float reflection_modifier = 0.0;
+ vec4 pixel_mirrored = vec4(0.0);
+
+ // Calculate Reflections, can be skipped if blue channel is 0:
+ if (bezel_in.b > 0.0) {
+ //Reflections: Calculate the bezel roughness to apply to the reflecting area. (bezel_in.g expresses the specularity)
+ float roughness = random_fast( 1/1080.0 * BEZEL_ROUGHNESS, vTexCoord );
+ roughness *= (1 - min(lut_specular * 10, 1.0)); // <-roughness over specular area looks bad.
+
+ //Reflections:
+ reflection_modifier = bezel_in.b; //bezel_in.b expresses how much the area is reflective
+
+ //Sample the reflection pass with small offset to simulate the roughness
+ pixel_mirrored = texture(reflected_blurred_pass, coords_for_mirror + roughness);
+ float fcorners_shade = 1 - corners_shade(coords_for_bezel, 1.0) * BEZEL_CORNER_DARK;
+
+ //Show less reflections in the corners
+ pixel_mirrored.rgb *= fcorners_shade;
+
+ //Push it over the specular areas and apply the reflection modifier
+ pixel_mirrored.rgb = pixel_mirrored.rgb * (1 + lut_specular);
+
+ }
+
+ //Yes, we already passed ambilight as parameter, but if geometry content is overridden
+ //then ambientlight may have not been sampled yet due to some skip logic made in the main()
+ if (DO_AMBILIGHT == 1.0)
+ pixel_ambilight = texture(ambi_temporal_pass, vOutputCoord).rgb;
+
+ //Apply nightification, the strength is modulated by ambient light.
+ //Use a shaded box to apply ambilight on external borders only
+ float ambi_colorize_shade = create_ambi_colorize_shade(coords_for_bezel);
+
+
+ vec3 ambi_over_bezel = ( (AMBI_OVER_BEZEL * pixel_ambilight) *
+ (bezel_in.a * ambi_colorize_shade) *
+ (1-reflection_modifier) );
+
+ bezel_out.rgb = fn_pixel_nightify(bezel_out.rgb, nightify_str, ambi_over_bezel ) ;
+
+
+ //Apply reflections
+ bezel_out += (pixel_mirrored.rgb * reflection_modifier);
+
+ //Apply ambient light over the bezel
+ //bezel_out = bezel_out + ambi_over_bezel;
+ bezel_out = light_over_image(ambi_over_bezel, bezel_out, AMBI_ADD_ON_BLACK);
+
+ //Diffuse the light over specular areas, we use a mipmap with low precision.
+ if (lut_specular > 0.0) {
+ vec4 pixel_avglum = texture(avglum_pass, coords_for_mirror);
+ bezel_out = bezel_out + (pixel_avglum.rgb * lut_specular) ;
+ }
+
+ return vec4(bezel_out, bezel_in.a);
+}
+
+
+void main() {
+ vec3 pixel_out = vec3(0.0);
+
+ float canvas_busy = 0.0; //<-- this allow for paint over not painted areas (spares gpu cycles)
+
+ //Initial content coords
+ vec2 co_content = vTexCoord;
+
+ //Tilt?
+ if (DO_TILT == 1.0)
+ co_content = tilt(co_content, vIsRotated, vec2(TILT_X, TILT_Y));
+
+
+ //Precalc Bezel coords, since it modifies content coords.
+ vec2 co_bezel = vec2(0.0);
+ if (DO_BEZEL == 1.0) {
+ co_content = zoomout_coords(co_content, -vBEZEL_INNER_ZOOM_adapted , 1.0);
+ co_bezel = get_scaled_coords_for_bezel();
+ }
+
+
+ //Curvature
+ //Curvature has to come after inner zoom or bezel curved border will not match content
+ //curved border when inner zoom changes.
+ if (vDo_Curvature > 0.0) {
+ co_content = Warp_koko(co_content, vec2(GEOM_WARP_X, GEOM_WARP_Y), 0.5);
+ }
+
+ //Mirror coords needs to be calculated here, before geom override, but after curvature.
+ //It is still not perfect but a reasonable tradeoff by now.
+ vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM);
+
+ //Apply other content coords modifiers
+ if (DO_GAME_GEOM_OVERRIDE == 1.0)
+ co_content = content_geom_override(co_content, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
+
+ //Dynamic lum dependant full screen zoom?
+ if (DO_DYNZOOM == 1.0)
+ co_content = zoom(co_content, get_dyn_zoom(avglum_pass) );
+
+
+ //Create an alpha mask to write content into, it holds opacity info that will be used to compose:
+ if (DO_CURVATURE == 1.0) {
+ canvas_busy = fn_border(co_content);
+ } else {
+ canvas_busy = float(is_first_inside_rect(co_content, RECT01)); //FIXME: is step() faster?
+ }
+
+ if (DELTA_RENDER == 1.0) {
+ bool reuse_old = bool( texture(in_glow_pass, co_content).a * canvas_busy * vDeltaRenderOk ) ;
+ if (reuse_old) {
+ FragColor = texture(final_passFeedback, vOutputCoord) ;
+ return;
+ }
+ }
+
+ vec3 pixel_ambi = vec3(0.0);
+ vec3 pixel_under_content = vec3(0.0);
+ //Draw content only over the alpha mask, and sample ambientlight outside it to spare gpu cycles.
+ if (canvas_busy > 0.5) {
+ pixel_out = fn_pixel_content(co_content) * canvas_busy;
+ } else {
+
+ //Can we halve refresh rate in the outside border to spare some cycles?
+ if ( HALVE_BORDER_UPDATE == 1.0 ) {
+ if ((params.FrameCount % 2) != 1.0) {
+ pixel_out = texture(final_passFeedback, vOutputCoord).rgb;
+ FragColor = vec4(pixel_out, 1.0);
+ return;
+ }
+ }
+
+ //Ambient light
+ if (DO_AMBILIGHT == 1.0) {
+ pixel_ambi = texture(ambi_temporal_pass, vOutputCoord).rgb;
+ pixel_ambi += random_fast( (NOISEPOWER * NOISEPOWER_AMBI_MUL) * ((1-pixel_ambi.g) * (pixel_ambi.g*1 - pixel_ambi.r*0.125 -pixel_ambi.b*0.125 ) ) ,
+ vTexCoord * vDynamicSeed ) ;
+
+ float ambi_noise_power = (NOISEPOWER * NOISEPOWER_AMBI_MUL * (1-pixel_ambi.g) ) * //only middle green channel
+ dot( pixel_ambi, vec3(-0.5,1.0,-0.5) ); //denoise only greenish colors
+ pixel_ambi += random_fast( ambi_noise_power, vTexCoord * vDynamicSeed ) ;
+
+ pixel_under_content = pixel_ambi * (1-canvas_busy);
+ }
+ }
+
+ //This represents the inner bezel alpha (when using bezel)
+ //or the pixel_content canvas (when not using bezel)
+ //It is used to draw spot on the whole inner tube even when toe content does not
+ //fill the whole tube.
+ float canvas_bezel_screen = canvas_busy;
+
+ //Draw Bezel
+ vec4 pixel_bezel;
+ //SKIP LOGIC is inside fn_pixel_bezel
+ if (DO_BEZEL == 1.0) {
+ pixel_bezel = fn_pixel_bezel(co_bezel, co_mirror, BG_IMAGE_NIGHTIFY, pixel_ambi);
+ //If we used a smooth_border, canvas_busy is it, but since the content is in the bezel,
+ //we can safely use it to smooth/darken the game border
+ pixel_out *= canvas_busy;
+ pixel_out = mix(pixel_out, pixel_bezel.rgb, pixel_bezel.a);
+
+ //Update alpha mask.
+ //We can't use the bezel alpha channel to update the alpha mask since it is transparent รน
+ //on the tube and we don't want to paint anything there, so use a dumb rect and add it to canvas_busy:
+ float rect_bezel = float(is_first_inside_rect(co_bezel, vec4(BEZEL_SHADOW_SIZE, BEZEL_SHADOW_SIZE, 1.0 - BEZEL_SHADOW_SIZE, 1.0 - BEZEL_SHADOW_SIZE)));
+ canvas_busy = max(pixel_bezel.a, rect_bezel);
+ //FragColor = vec4(canvas_busy); return; // <- uncomment to debug BEZEL_SHADOW_SIZE
+
+ //Intersect rect_bezel and bezel alpha to get the inner tube alpha
+ canvas_bezel_screen = (1 - pixel_bezel.a) * rect_bezel;
+ }
+
+ if (canvas_bezel_screen > 0.5) {
+ //Vignette
+ float vignette = 1.0;
+ if (DO_VIGNETTE == 1.0) {
+ //float dist = length(vec2((co_content.x-0.5)*vIn_aspect, co_content.y-0.5));
+ //vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER;
+ vec2 sinco = (co_content-0.5) / V_SIZE ;
+ vignette = cos(sinco.x) * cos(sinco.y) * V_POWER;
+ }
+
+ //Spot
+ float spot = 0.0;
+ if (DO_SPOT == 1.0) {
+ float dist = length(vec2((co_content.x-0.5)*vIn_aspect, co_content.y-0.5)+spot_offset);
+ spot = smoothstep(S_SIZE,0.0,dist)*S_POWER;
+ }
+
+ float spot_vignette_noise = 0.0;
+ if (DO_VIGNETTE + DO_SPOT > 0.0) {
+ spot_vignette_noise = random_fast(NOISEPOWER, vOutputCoord ) ;
+ }
+
+ pixel_out = (pixel_out*vignette) + (spot + spot_vignette_noise)*canvas_bezel_screen;
+
+ }
+ //Background image have, no need to paint if not in the outer border:
+ if (DO_BG_IMAGE == 1.0 && BG_IMAGE_OVER == 0.0 && canvas_busy < 1.0) {
+ vec4 pixel_bg_image = fn_pixel_fgbg_image(bg_under);
+
+ //pixel_bg_image.rgb = scale_to_range_vec3(pixel_bg_image.rgb, -pixel_ambi, 1+pixel_ambi);
+ vec3 anti_nightify_ambi = (pixel_ambi * AMBI_BG_IMAGE_BLEND_MODE) *
+ max(AMBI_BG_IMAGE_FORCE, 1-pixel_bg_image.a) ;
+
+
+ pixel_bg_image.rgb = fn_pixel_nightify(pixel_bg_image.rgb, BG_IMAGE_NIGHTIFY, anti_nightify_ambi );
+ pixel_bg_image.rgb = ambi_blend_image(pixel_bg_image, pixel_ambi, AMBI_BG_IMAGE_BLEND_MODE);
+
+ pixel_under_content = pixel_bg_image.rgb;
+ }
+
+
+ //Smooth the image corners: canvas_busy (the alpha mask) is a white rect with shaded borders.
+ pixel_out = mix (pixel_under_content, pixel_out, canvas_busy);
+
+
+ //Backdrop
+ if (DO_BACKDROP == 1.0)
+ pixel_out += pixel_backdrop_image();
+
+
+ //Foreground image
+ if (DO_BG_IMAGE + BG_IMAGE_OVER == 2.0) {
+ vec4 pixel_fg_image = fn_pixel_fgbg_image(bg_over);
+ // if geometry content is overridden, ambientlight may have not been sample yet due to some skip logic
+ if (DO_AMBILIGHT == 1.0 && (pixel_fg_image.a+AMBI_BG_IMAGE_FORCE) > 0.0 )
+ pixel_ambi = texture(ambi_temporal_pass, vOutputCoord).rgb;
+
+ vec3 anti_nightify_ambi = (pixel_ambi * AMBI_BG_IMAGE_BLEND_MODE) *
+ max(AMBI_BG_IMAGE_FORCE, 1-pixel_fg_image.a) ;
+
+ pixel_fg_image.rgb = fn_pixel_nightify(pixel_fg_image.rgb, BG_IMAGE_NIGHTIFY, anti_nightify_ambi );
+
+ pixel_out = mix(pixel_out, pixel_fg_image.rgb, pixel_fg_image.a);
+
+ if (DO_AMBILIGHT + AMBI_BG_IMAGE_BLEND_MODE == 2.0) {
+ float ambi_mask = create_ambi_colorize_shade(co_bezel);
+ float fg_image_alpha_adapted = max(pixel_fg_image.a - AMBI_BG_IMAGE_FORCE, 0.0);
+ //pixel_out = pixel_out + (pixel_ambi.rgb * (ambi_mask) * (1- fg_image_alpha_adapted));
+ vec3 light = pixel_ambi.rgb * (ambi_mask) * (1- fg_image_alpha_adapted);
+ pixel_out = light_over_image(light, pixel_out, AMBI_ADD_ON_BLACK);
+ }
+ }
+
+
+ //Debug functions:
+ #ifdef DEBUG_QUAD_SPLIT
+ if ( vOutputCoord.x < 0.5 && vOutputCoord.y > 0.5 || vOutputCoord.x > 0.5 && vOutputCoord.y < 0.5 )
+ pixel_out = texture(DEBUG_TEXTURE,vOutputCoord).rgb;
+ #endif
+
+ #ifdef DEBUG_DUAL_SPLIT_Y
+ if (vTexCoord.y < 0.5) pixel_out = texture(DEBUG_TEXTURE,vTexCoord).rgb;
+ #endif
+
+ #ifdef DEBUG_DUAL_SPLIT_Y_GAMMA
+ if (vTexCoord.y < 0.5) pixel_out = pow(texture(DEBUG_TEXTURE,vTexCoord).rgb, vec3(1.08));
+ #endif
+
+ #ifdef DEBUG_DUAL_SPLIT_X
+ if (vTexCoord.x > 0.5) pixel_out = texture(DEBUG_TEXTURE,vTexCoord).rgb;
+ #endif
+
+ #ifdef DEBUG_DUAL_SPLIT_MIRROR_X
+ if (vTexCoord.x > 0.5) pixel_out = texture(DEBUG_TEXTURE,vec2(1-vTexCoord.x, vTexCoord.y) ).rgb;
+ #endif
+
+ #ifdef DEBUG_DUAL_SPLIT_MIRROR_X_GAMMA
+ if (vTexCoord.x > 0.5) pixel_out = pow(texture(DEBUG_TEXTURE,vec2(1-vTexCoord.x, vTexCoord.y) ).rgb, vec3(1.11));
+ #endif
+
+ #ifdef DEBUG_PRINT_VALUE
+ float maxdigits = 10.0;
+ float decimalplaces = 2.0;
+ float fvalue = vfprintvalue;
+ vec2 vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
+ floor(vOutputCoord.y * params.OutputSize.y));
+ pixel_out += PrintValueVec3( vTexCoord, vFragCoord, fvalue, maxdigits, decimalplaces );
+ #endif
+
+ #ifdef DEBUG_SHOW_CLIP
+ float clip = max(max(pixel_out.r, pixel_out.g), pixel_out.b) ;
+ if (clip > 1.0)
+ pixel_out = 1-pixel_out;//;-clip;
+ #endif
+
+ FragColor = vec4(pixel_out, 1.0);
+
+ //FragColor = texture(halo_pass, vOutputCoord);
+}
diff --git a/bezel/koko-aio/shaders/flick_and_noise.slang b/bezel/koko-aio/shaders-ng/flick_and_noise.slang
similarity index 64%
rename from bezel/koko-aio/shaders/flick_and_noise.slang
rename to bezel/koko-aio/shaders-ng/flick_and_noise.slang
index d8bc25e..c5aaaa5 100644
--- a/bezel/koko-aio/shaders/flick_and_noise.slang
+++ b/bezel/koko-aio/shaders-ng/flick_and_noise.slang
@@ -1,12 +1,14 @@
#version 450
-#include "config.inc"
+#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float vDynamicSeed;
+layout(location = 2) out float vFlickering_power;
+layout(location = 3) out float vDo_flickering;
#include "includes/functions.include.slang"
@@ -17,12 +19,18 @@ void main() {
//Generate a seed that changes over time for temporal random noise
vDynamicSeed = mod(params.FrameCount, 120.0001);
+
+ vFlickering_power = DO_PIXELGRID * PIXELGRID_INTR_FLICK_POWR;
+
+ vDo_flickering = float ( scanline_have_to_flicker(is_interlaced()) ) ;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float vDynamicSeed;
+layout(location = 2) in float vFlickering_power;
+layout(location = 3) in float vDo_flickering;
layout(location = 0) out vec4 FragColor;
@@ -66,69 +74,15 @@ vec3 pixel_flickering() {
float lumdiff = abs(flickline.r + flickline.g + flickline.b - pixel_cur.r - pixel_cur.g - pixel_cur.b);
- lumdiff = min(lumdiff * SCANLINE_FLICKERING_POWER, 1.0);
+ lumdiff = min(lumdiff * vFlickering_power, 1.0);
return mix(pixel_cur,flickline,lumdiff);
}
-vec3 colorwheel(vec2 uv){
- float timeoffset = params.FrameCount / 120.0;
- vec2 uvc = -1.0 * ((2.0 * uv) - 1.0);
- float dist = length(uvc);
- float ang = (atan(uvc.y, uvc.x) + pi) / (2.0 * pi) - timeoffset;
- ang = mod(ang, 1.0);
- vec3 colHSV = vec3(ang, 1.0, dist);
- return hsv2rgb(colHSV);
-}
-
-void debug() {
-//Just test patterns here
- vec3 pixel_debug;
- //pixel_debug=vec3(abs(sin(params.FrameCount/3.14/5.0))); //white fade
-
- //pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade
-
-
-
- //pixel_debug=vec3(0.0,1.0,0.0);
-
- //pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x;
-
- pixel_debug=vec3(vTexCoord.x); //H bw gradient
-
- //pixel_debug=vec3(1.0); //H bw gradient
-
- //pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
-
- //pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray
-
- //pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray
-
- //pixel_debug=vec3(floor(vTexCoord.x*256)/256); //H bw gradient 256gray
-
- //pixel_debug=vec3(1,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
-
- // float blink_time = 20;
- // if (mod(params.FrameCount,blink_time*2) < blink_time) pixel_debug=vec3(0.2) ; else pixel_debug=vec3(1.0);
-
- //White circle, blinking
- /* float blink_time = 20;
- vec2 center = vTexCoord - vec2(0.5,0.5);
- float radius = 0.1;
- pixel_debug = vec3(1 - step(radius, length(center)));
- pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
- */
-
- //pixel_debug = colorwheel(vTexCoord);
- FragColor = vec4(pixel_debug,1.0);
-}
-
-
void main() {
- //debug(); return;
/* since flickering code needs
luminosity difference between 2 vertical lines
@@ -139,10 +93,10 @@ void main() {
*/
vec3 pixel_out;
- if (DO_SCANLINES == 0.0)
+ if (DO_PIXELGRID == 0.0)
pixel_out = texture(Source, vTexCoord).rgb;
- else if (scanline_have_to_flicker(is_interlaced()))
+ else if (vDo_flickering==1.0)
pixel_out = pixel_flickering();
else
//Implicit else: DO_SCANLINES == 1.0 but no flickering needed.
@@ -158,7 +112,16 @@ void main() {
//I'm not expecting any performance hit, since the lookup should have been cached alreadyl
float pixel_alpha = texture(Source, vTexCoord).a;
+
+ //dots, need in_coords = in_coords - global.flick_and_noise_passSize.zw*0.5 in pixelgrid pass
+ //vec2 integerCoords = floor(vTexCoord.xy * params.OutputSize.xy);
+ //float black = float( mod(integerCoords.x, 2.0) != 0.0 && mod(integerCoords.y, 2.0) != 0.0 );
+ //float black = float( mod(integerCoords.y, 2.0) != 0.0 );
+ //FragColor = vec4(pixel_out*black, pixel_alpha);
+
+
FragColor = vec4(pixel_out, pixel_alpha);
+
}
diff --git a/bezel/koko-aio/shaders/fxaa.slang b/bezel/koko-aio/shaders-ng/fxaa.slang
similarity index 100%
rename from bezel/koko-aio/shaders/fxaa.slang
rename to bezel/koko-aio/shaders-ng/fxaa.slang
diff --git a/bezel/koko-aio/shaders-ng/halo.slang b/bezel/koko-aio/shaders-ng/halo.slang
new file mode 100644
index 0000000..544a985
--- /dev/null
+++ b/bezel/koko-aio/shaders-ng/halo.slang
@@ -0,0 +1,93 @@
+#version 450
+#include "config.inc"
+#include "includes/functions.include.slang"
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out vec2 vHALO_SHARPNESS;
+layout(location = 2) out float vHALO_POWER;
+
+vec2 radius_blur_adapt(vec2 bsize){
+ vec2 r;
+ r.x = bsize.x / SCALEMOD_X;
+ r.y = r.x * get_in_aspect();
+ return r;
+}
+
+void main() {
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord;
+
+ //Adapt to the old params range
+ vHALO_SHARPNESS = vec2(GLOW_SHARP_MAX - HALO_SHARPNESS);
+ vHALO_SHARPNESS = vHALO_SHARPNESS/6.0;
+
+
+//20..1 10...2 prova 5..3
+ //Correct aspect
+ vHALO_SHARPNESS = radius_blur_adapt(vHALO_SHARPNESS);
+
+
+ if (HALO_POWER >= 0.0)
+ vHALO_POWER = HALO_POWER;
+ else
+ vHALO_POWER = -HALO_POWER/10.0;
+}
+
+#pragma stage fragment
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in vec2 vHALO_SHARPNESS;
+layout(location = 2) in float vHALO_POWER;
+layout(location = 0) out vec4 FragColor;
+
+layout(set = 0, binding = 4) uniform sampler2D Source;
+
+
+
+
+vec3 blur_px(sampler2D smp, vec2 co, vec2 r, vec4 sourcesize) {
+ vec3 c=vec3(0.0);
+ float c1 = 0.75;
+ float c2 = 1.25;
+
+ //c1=1.0;
+ //c2=1.0;
+
+ c += texture(smp, co + vec2(0.0, 1.0) * r).rgb * c1;
+ c += texture(smp, co + vec2(0.7071, 0.7071) * r).rgb * c2;
+ c += texture(smp, co + vec2(1.0, 0.0) * r).rgb * c1 ;
+ c += texture(smp, co + vec2(0.7071, -0.7071) * r).rgb * c2;
+ c += texture(smp, co + vec2(0.0, -1.0) * r).rgb * c1;
+ c += texture(smp, co + vec2(-0.7071, -0.7071) * r).rgb * c2;
+ c += texture(smp, co + vec2(-1.0, 0.0) * r).rgb * c1;
+ c += texture(smp, co + vec2(-0.7071, 0.7071) * r).rgb * c2;
+
+ //vec3 c0 = texture(smp, co + vec2(0.0, 0.0) * r).rgb;
+ //return min(c0, c/8.0);
+ return c/8.0;
+}
+
+
+
+
+void main() {
+
+ if (DO_HALO == 0.0 ) return;
+
+
+ //Pass the right texture unchanged for tighter blurs:
+ if (HALO_SHARPNESS >= GLOW_SHARP_MAX) {
+ FragColor = vec4( pow(texture(Source, vTexCoord).rgb * vHALO_POWER, vec3(HALO_GAMMA_OUT)), 1.0) ;
+ return;
+ }
+
+ //pixel_haloed = blur5_x(Source, vTexCoord, params.SourceSize.xy, vHALO_SHARPNESS, 0.0);
+ vec3 pixel_haloed = blur_px(Source, vTexCoord, vHALO_SHARPNESS, params.SourceSize) * vHALO_POWER;
+
+ pixel_haloed = pow(pixel_haloed, vec3(HALO_GAMMA_OUT));
+
+ FragColor = vec4(pixel_haloed.rgb, 1.0);
+
+}
diff --git a/bezel/koko-aio/shaders-ng/halo_pre_gamma.slang b/bezel/koko-aio/shaders-ng/halo_pre_gamma.slang
new file mode 100644
index 0000000..94593a1
--- /dev/null
+++ b/bezel/koko-aio/shaders-ng/halo_pre_gamma.slang
@@ -0,0 +1,38 @@
+#version 450
+#include "config.inc"
+#include "includes/functions.include.slang"
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+layout(location = 2) out vec3 vHALO_GAMMA;
+layout(location = 3) out float vHALO_UNGAIN_FACTOR;
+
+
+void main() {
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord;
+ vHALO_GAMMA = vec3(HALO_GAMMA);
+ vHALO_UNGAIN_FACTOR = get_halo_ungain_factor();
+}
+
+#pragma stage fragment
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 2) in vec3 vHALO_GAMMA;
+layout(location = 3) in float vHALO_UNGAIN_FACTOR;
+
+layout(location = 0) out vec4 FragColor;
+
+layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
+
+void main() {
+ if (DO_HALO == 0.0 ) return;
+
+ vec3 pixel_haloed = texture(in_glow_pass, vTexCoord).rgb;
+ if (HALO_NO_PREGAIN == 1.0) pixel_haloed/= vHALO_UNGAIN_FACTOR;
+ pixel_haloed = pow(pixel_haloed, vHALO_GAMMA);
+
+ FragColor = vec4(pixel_haloed.rgb, 1.0);
+
+}
diff --git a/bezel/koko-aio/shaders-ng/in_glow_x.slang b/bezel/koko-aio/shaders-ng/in_glow_x.slang
new file mode 100644
index 0000000..e88d0b4
--- /dev/null
+++ b/bezel/koko-aio/shaders-ng/in_glow_x.slang
@@ -0,0 +1,140 @@
+#version 450
+#include "config.inc"
+
+//Dumbify glow under this treshold.
+#define GLOW_SHARP_MAX_ALTERNATE -2.0
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out float glow_h_and_w_outside_interval;
+layout(location = 2) out float glow_w_inside_interval;
+
+void main() {
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord ;
+
+ //IN_GLOW_H is are over the upper limit and IN_GLOW_W is outside the allowed interval;
+ glow_w_inside_interval = float(IN_GLOW_W < GLOW_SHARP_MAX && IN_GLOW_W > GLOW_SHARP_MAX_ALTERNATE);
+ float glow_h_inside_interval = float(IN_GLOW_H < GLOW_SHARP_MAX && IN_GLOW_H > GLOW_SHARP_MAX_ALTERNATE);
+
+ glow_h_and_w_outside_interval = float (glow_h_inside_interval != 1.0 && glow_w_inside_interval != 1.0) ;
+}
+
+
+#pragma stage fragment
+
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in float glow_h_and_w_outside_interval;
+layout(location = 2) in float glow_w_inside_interval;
+
+layout(location = 0) out vec4 FragColor;
+
+layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
+
+layout(set = 0, binding = 6) uniform sampler2D shift_and_bleed_passFeedback;
+
+
+#include "includes/functions.include.slang"
+
+
+
+vec3 blur_select_wrap(sampler2D texture_in, vec2 co, vec4 sourcesize, float sharpness, bool use_gauss) {
+ if (use_gauss)
+ return blur9_x(texture_in, co, sourcesize.xy, sharpness);
+ else
+ {
+ //Compute subtractive sharpening via blur sharpness strength:
+ //For sharpness 0.45, no unsharp mask
+ //For sharpness 0.8, 0.65 unsharp mask
+ //float sharp_sub = (1.857 * abs(IN_GLOW_W) - 0.836);
+
+ float in_glow_w = abs(IN_GLOW_W);
+ in_glow_w = max(in_glow_w, MIN_IN_GLOW_SHARP);
+
+ float sharp_sub = 0.8125 * in_glow_w;
+ sharp_sub = clamp(sharp_sub, 0.0,1.0);
+
+ return blur9_x_box(texture_in, co, sourcesize.xy, sharpness, sharp_sub);
+ }
+}
+
+
+void main() {
+ if (DO_IN_GLOW == 0.0) {
+ //Delta render?
+ if (DELTA_RENDER == 1.0) {
+ float DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
+ textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
+ FragColor = vec4(0.0,0.0,0.0,DR_unchanged);
+ return;
+ }
+ };
+
+ //Don't do anything if IN_GLOW_H is are over the upper limit
+ //and IN_GLOW_W is outside the allowed interval;
+ if ( glow_h_and_w_outside_interval == 1.0) {
+ vec4 passthrough = texture(shift_and_bleed_pass, vTexCoord);
+ //Delta render?
+ if (DELTA_RENDER == 1.0) {
+ float DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
+ textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
+ FragColor = vec4(passthrough.rgb, DR_unchanged);
+ return;
+ }
+ FragColor = passthrough;
+ return;
+ }
+
+
+ float IN_GLOW_W_ADAPTED = abs(IN_GLOW_W);
+
+ //Modulate glow power via ntsc artifact mask:
+ float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
+
+ //To debug ntsc artifacts mask:
+ if (DO_NTSC_ARTIFACTS + NTSC_SHOW_ARTF_MASK > 1.5) {
+ FragColor = vec4(ntsc_artifacts);
+ return;
+ }
+ //finally "add" them to the configured sharpness (-> less blur)
+ IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED + DO_NTSC_ARTIFACTS * ((1-ntsc_artifacts) * NTSC_ARTF_NOBLUR);
+
+ //don't allow lower values that look bad:
+ //IN_GLOW_W_ADAPTED = max(IN_GLOW_W_ADAPTED, MIN_IN_GLOW_SHARP);
+
+ //Scale it for lanczos
+ // if (IN_GLOW_W < 0.0)
+ // IN_GLOW_W_ADAPTED = (IN_GLOW_W_ADAPTED+1)/10.0;
+
+ //Scale it for box
+ if (IN_GLOW_W < 0.0)
+ IN_GLOW_W_ADAPTED = (IN_GLOW_W_ADAPTED)/1.2;
+
+
+ //Make it resolution independent.
+ IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED / NEW_SCALEMOD_X;
+
+
+
+ //Delta render?
+ float DR_unchanged = 0.0;
+ if (DELTA_RENDER == 1.0) {
+ //Keep track of changed pixels to speedup rendering in final pass
+ DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
+ textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
+ }
+
+
+
+ //Finally blur horizontally
+ if (glow_w_inside_interval == 1.0) {
+ FragColor = vec4(blur_select_wrap(shift_and_bleed_pass, vTexCoord, global.flick_and_noise_passSize, IN_GLOW_W_ADAPTED, (IN_GLOW_W >= 0.0) ),
+ DR_unchanged);
+ } else {
+ FragColor = vec4(texture(shift_and_bleed_pass, vTexCoord).rgb, DR_unchanged);
+ }
+
+}
+
diff --git a/bezel/koko-aio/shaders-ng/in_glow_y.slang b/bezel/koko-aio/shaders-ng/in_glow_y.slang
new file mode 100644
index 0000000..a491d0c
--- /dev/null
+++ b/bezel/koko-aio/shaders-ng/in_glow_y.slang
@@ -0,0 +1,174 @@
+#version 450
+#include "config.inc"
+
+//Dumbify glow under this treshold.
+#define GLOW_SHARP_MAX_ALTERNATE -2.0
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out float glow_h_inside_interval;
+layout(location = 2) out float vDoInGlowBias;
+layout(location = 3) out float vGlow_Gain;
+
+
+void main() {
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord ;
+
+ // If * at least one sharpness is lower than the max
+ // * we dont want just blur
+ // * we don't want to show ntsc artifact masks if we're doing ntsc artifacts
+ // Then do in glow bias
+ vDoInGlowBias = float ( IN_GLOW_BIAS < IN_GLOW_BIAS_MAX &&
+ (abs(IN_GLOW_W) < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) &&
+ (DO_NTSC_ARTIFACTS + NTSC_SHOW_ARTF_MASK < 1.5) );
+
+ glow_h_inside_interval = float(IN_GLOW_H < GLOW_SHARP_MAX && IN_GLOW_H > GLOW_SHARP_MAX_ALTERNATE);
+
+ vGlow_Gain = mix(1.0, IN_GLOW_POWER, DO_CCORRECTION);
+}
+
+
+#pragma stage fragment
+
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in float glow_h_inside_interval;
+layout(location = 2) in float vDoInGlowBias;
+layout(location = 3) in float vGlow_Gain;
+
+layout(location = 0) out vec4 FragColor;
+layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
+layout(set = 0, binding = 6) uniform sampler2D Source;
+
+
+
+#include "includes/functions.include.slang"
+
+vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
+ vec3 pixel_source = texture(source_tex, co).rgb;
+ pixel_source = pixel_source * vGlow_Gain;
+
+ vec3 glow_light = pixel_glowed - pixel_source;
+
+ glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0);
+
+ //glow_light = pow(glow_light, vec3(SERVICE1));
+
+
+
+ vec3 proper_glow = glow_light * glow_light + pixel_source;
+ return mix(proper_glow, pixel_glowed, max(0.0, bias));
+}
+
+vec3 blur_select_wrap(sampler2D texture_in, vec2 co, vec4 sourcesize, float sharpness, bool use_gauss) {
+ if (use_gauss)
+ return blur9_y(texture_in, co, sourcesize.xy, sharpness);
+ else
+ {
+ //Compute subtractive sharpening via blur sharpness strength:
+ //For sharpness 0.45, no unsharp mask
+ //For sharpness 0.8, 0.65 unsharp mask
+ //float sharp_sub = (1.857 * abs(IN_GLOW_W) - 0.836);
+
+ float in_glow_h = abs(IN_GLOW_H);
+ in_glow_h = max(in_glow_h, MIN_IN_GLOW_SHARP);
+
+ float sharp_sub = 0.8125 * in_glow_h;
+ sharp_sub = clamp(sharp_sub, 0.0,1.0);
+
+ return blur9_y_box(texture_in, co, sourcesize.xy, sharpness, sharp_sub);
+ }
+}
+
+/*
+vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
+ //Create a dilated and an eroded image, then mix between them via the blurred color.
+
+ vec3 pixel_source = texture(source_tex, co).rgb;
+ pixel_source = pixel_source * IN_GLOW_POWER;
+
+ vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0);
+
+ vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0);
+ vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0);
+
+ vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ;
+
+ vec3 pixel_dilated = pixel_source + glow_light ;
+ vec3 pixel_eroded = pixel_source - pixel_dark ;
+
+
+ //Dilate or erode depending on blurred brightness:
+ vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed);
+
+ //Unsharp mask:
+ float sharpamt = 0.5;
+ pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt);
+ pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt);
+
+
+ return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias));
+ //return mix(pixel_out, pixel_glowed, max(0.0, bias));
+
+}
+*/
+
+void main() {
+ if (DO_IN_GLOW == 0.0) {
+ if ( DELTA_RENDER == 1.0) {
+ float original_unchanged = texture(Source,vTexCoord).a;
+ vec3 color = texture(shift_and_bleed_pass, vTexCoord).rgb * vGlow_Gain;
+ FragColor = vec4(color, original_unchanged);
+ return;
+ }
+ FragColor = texture(shift_and_bleed_pass, vTexCoord) * vGlow_Gain;
+ return;
+ }
+
+ vec3 pixel_glowed;
+
+ float IN_GLOW_H_ADAPTED = abs(IN_GLOW_H);
+
+ if (DO_NTSC_ARTIFACTS == 1.0) {
+ float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
+ //finally "add" them to the configured sharpness (-> less blur)
+ IN_GLOW_H_ADAPTED = IN_GLOW_H_ADAPTED + ((1-ntsc_artifacts) * NTSC_ARTF_NOBLUR);
+ }
+
+ //don't allow lower values that look bad:
+ // IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP);
+
+ //Make it resolution independent.
+ IN_GLOW_H_ADAPTED = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y;
+
+
+
+ //It over the max sharp, then just passthrough, else do the blur.
+ if (glow_h_inside_interval == 1.0) {
+ pixel_glowed = blur_select_wrap(Source, vTexCoord, global.flick_and_noise_passSize, IN_GLOW_H_ADAPTED, (IN_GLOW_H >= 0.0) ) * vGlow_Gain;
+ //pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, IN_GLOW_H_ADAPTED) * vGlow_Gain;
+ } else {
+ pixel_glowed = texture(Source, vTexCoord).rgb * vGlow_Gain;
+ }
+
+
+ //Series of conditions to do in glow bias done in vertex shader:
+ if (vDoInGlowBias == 1.0) {
+ pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
+ //pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
+ }
+
+ //Previous pass compared previous and current source frame and exported that info in the alpha.
+ //Pass it through when we need delta rended.
+ if ( DELTA_RENDER == 1.0) {
+ float original_unchanged = texture(Source,vTexCoord).a;
+ FragColor = vec4(pixel_glowed, original_unchanged);
+ return;
+ }
+
+ FragColor = vec4(pixel_glowed,1.0);
+
+}
+
diff --git a/bezel/koko-aio/shaders/includes/blooms.include.slang b/bezel/koko-aio/shaders-ng/includes/blooms.include.slang
similarity index 100%
rename from bezel/koko-aio/shaders/includes/blooms.include.slang
rename to bezel/koko-aio/shaders-ng/includes/blooms.include.slang
diff --git a/bezel/koko-aio/shaders/includes/functions.include.slang b/bezel/koko-aio/shaders-ng/includes/functions.include.slang
similarity index 58%
rename from bezel/koko-aio/shaders/includes/functions.include.slang
rename to bezel/koko-aio/shaders-ng/includes/functions.include.slang
index d82275f..cd9cd2f 100644
--- a/bezel/koko-aio/shaders/includes/functions.include.slang
+++ b/bezel/koko-aio/shaders-ng/includes/functions.include.slang
@@ -1,24 +1,172 @@
+vec3 texture_BILINEAR(sampler2D t, vec2 uv, vec4 texSize, float k) {
+ uv = uv -texSize.zw*0.5*k;
+ vec2 texelSize = texSize.zw * k;
+ vec2 f = fract( uv * texSize.xy );
+ uv += ( .5 - f ) * texelSize; // move uv to texel centre
+ vec3 tl = texture(t, uv).rgb;
+ vec3 tr = texture(t, uv + vec2(texelSize.x, 0.0)).rgb;
+ vec3 bl = texture(t, uv + vec2(0.0, texelSize.y)).rgb;
+ vec3 br = texture(t, uv + vec2(texelSize.x, texelSize.y)).rgb;
+ vec3 tA = mix( tl, tr, f.x );
+ vec3 tB = mix( bl, br, f.x );
+ return mix( tA, tB, f.y );
+}
+
+
+vec3 texture_BILINEAR_X(sampler2D t, vec2 uv, vec4 texSize, float k) {
+ uv = uv -texSize.zw*0.5*vec2(k,1.0);
+ vec2 texelSize = texSize.zw * vec2(k, 1.0);
+ vec2 f = fract( uv * texSize.xy );
+ uv += ( .5 - f ) * texelSize; // move uv to texel centre
+ vec3 tl = texture(t, uv).rgb;
+ vec3 tr = texture(t, uv + vec2(texelSize.x, 0.0)).rgb;
+ return mix( tl, tr, f.x );
+}
+
+
+float clamp_smooth(float x, float amin, float amax) {
+ float sharp = 0.0;
+ return mix(amin, amax, smoothstep(amin-sharp, amax+sharp, x));
+}
+
+vec3 clamp_smooth(vec3 x, vec3 amin, vec3 amax) {
+ float sharp = 0.0;
+ return mix(amin, amax, smoothstep(amin-sharp, amax+sharp, x));
+}
+
+vec2 clamp_smooth(vec2 x, vec2 a, vec2 b) {
+ float sharp = 0.0;
+ return mix(a, b, smoothstep(a-sharp, b+sharp, x));
+}
+
+vec2 coords_QULEZ_faster(vec2 co, vec4 texsize){
+ //based on idea: https://iquilezles.org/articles/texture/
+ co = co * texsize.xy + vec2(0.5);
+ vec2 i = floor(co);
+ vec2 f = sin((co - i - 0.5) * pi) * 0.5 + 0.5 ;
+ co = i + f;
+ co = (co - vec2(0.5) ) * texsize.zw;
+ return co;
+}
+
+vec2 coords_QULEZ(vec2 co, vec4 texsize){
+ //https://iquilezles.org/articles/texture/
+ co = co * texsize.xy + vec2(0.5, 0.5);
+
+ vec2 i = floor(co);
+ vec2 f = co - i;
+ f = (f * f) *
+ (f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0)));
+
+
+ co = i + f;
+ co = (co - vec2(0.5, 0.5)) * (texsize.zw);
+ return co;
+}
+
+vec4 texture_QUILEZ(sampler2D tex, vec2 co, vec4 texsize) {
+ co = coords_QULEZ(co, texsize);
+ return texture(tex, co);
+}
+
+
+vec4 texture_NEAREST(sampler2D tex, vec2 co_linear, vec4 tex_size) {
+ //return nearest sampling from a linear filtered texture
+ vec2 integerCoords = floor(co_linear.xy * tex_size.xy);
+ vec2 co_nearest = (integerCoords + 0.5) * tex_size.zw; // Aggiungi 0.5 per centrare il texel
+ return texture(tex, co_nearest);
+}
+
+float DigitBin( const int x )
+{
+ return x==0?480599.0:x==1?139810.0:x==2?476951.0:x==3?476999.0:x==4?350020.0:x==5?464711.0:x==6?464727.0:x==7?476228.0:x==8?481111.0:x==9?481095.0:0.0;
+}
+
+
+float PrintValue( vec2 vStringCoords, float fValue, float fMaxDigits, float fDecimalPlaces )
+{
+ if ((vStringCoords.y < 0.0) || (vStringCoords.y >= 1.0)) return 0.0;
+
+ bool bNeg = ( fValue < 0.0 );
+ fValue = abs(fValue);
+
+ float fLog10Value = log2(abs(fValue)) / log2(10.0);
+ float fBiggestIndex = max(floor(fLog10Value), 0.0);
+ float fDigitIndex = fMaxDigits - floor(vStringCoords.x);
+ float fCharBin = 0.0;
+ if(fDigitIndex > (-fDecimalPlaces - 1.01)) {
+ if(fDigitIndex > fBiggestIndex) {
+ if((bNeg) && (fDigitIndex < (fBiggestIndex+1.5))) fCharBin = 1792.0;
+ } else {
+ if(fDigitIndex == -1.0) {
+ if(fDecimalPlaces > 0.0) fCharBin = 2.0;
+ } else {
+ float fReducedRangeValue = fValue;
+ if(fDigitIndex < 0.0) { fReducedRangeValue = fract( fValue ); fDigitIndex += 1.0; }
+ float fDigitValue = (abs(fReducedRangeValue / (pow(10.0, fDigitIndex))));
+ fCharBin = DigitBin(int(floor(mod(fDigitValue, 10.0))));
+ }
+ }
+ }
+ return floor(mod((fCharBin / pow(2.0, floor(fract(vStringCoords.x) * 4.0) + (floor(vStringCoords.y * 5.0) * 4.0))), 2.0));
+}
+
+vec3 PrintValueVec3( vec2 vStringCoords, vec2 FragCoord, float fValue, float fMaxDigits, float fDecimalPlaces ) {
+ vec3 vColour = vec3(0.0);
+
+ // Multiples of 4x5 work best
+ vec2 vFontSize = vec2(8.0, 15.0);
+
+
+ // Print a custom value
+ vec2 vPixelCoord1 = vec2(5.0, 5.0);
+
+ FragCoord.y = (vFontSize.y*2.0) - FragCoord.y;
+ //FragCoord.y = (vFontSize.y*2.0) - FragCoord.y;
+ //FragCoord.x -= 100;
+
+ float customDigit = PrintValue( ( FragCoord - vPixelCoord1 ) / vFontSize, fValue, fMaxDigits, fDecimalPlaces);
+ vColour = mix( vColour, vec3(0.0, 1.0, 1.0), customDigit);
+
+ return vColour;
+}
+
+
+
+
+
// mix_step returns a or b, depending on the mix value.
-// mix is supposed to have just 2 values, 1.0 or 0.0;
- vec2 mix_step(vec2 a, vec2 b, float mix){
- return (a * (1 - mix)) +
- (b * mix) ;
+// mix is supposed to have just 2 values, 1.0 or 0.0; //FIXME: mix argument could be vec.
+
+ vec2 mix_step(vec2 a, vec2 b, float m){
+ return mix(a,b,m); //114
+ //return ( b-a )* m + a; //113.5
+ //if (m==0.0) return a ; return b; //113.5
+ //return (a * (1 - m)) + (b * m) ; //112
}
- vec3 mix_step(vec3 a, vec3 b, float mix){
- return (a * (1 - mix)) +
- (b * mix) ;
+ vec3 mix_step(vec3 a, vec3 b, float m){
+ return mix(a,b,m);
+ //return ( b-a )* m + a;
+ //if (m==0.0) return a ; return b;
+ //return (a * (1 - m)) + (b * m) ;
}
- vec3 mix_step3(vec3 a, vec3 b, float mix){
- return (a * (1 - mix)) +
- (b * mix) ;
+ vec3 mix_step3(vec3 a, vec3 b, float m){
+ return mix(a,b,m);
+ //return ( b-a )* m + a;
+ //if (m==0.0) return a ; return b;
+ //return (a * (1 - m)) + (b * m) ;
}
- vec4 mix_step(vec4 a, vec4 b, float mix){
- return (a * (1 - mix)) +
- (b * mix) ;
+ vec4 mix_step(vec4 a, vec4 b, float m){
+ return mix(a,b,m);
+ //return ( b-a )* m + a;
+ //if (m==0.0) return a ; return b;
+ //return (a * (1 - m)) + (b * m) ;
}
- float mix_step(float a, float b, float mix){
- return (a * (1 - mix)) +
- (b * mix) ;
+ float mix_step(float a, float b, float m){
+ return mix(a,b,m);
+ //return ( b-a )* m + a;
+ //if (m==0.0) return a ; return b;
+ //return (a * (1 - m)) + (b * m) ;
}
@@ -77,24 +225,100 @@ vec3 pixel_push_luminance(vec3 c, float strength) {
return c * (1+vec3((1-whiteness) * strength));
}
-vec3 apply_fuzzy_main_pass(vec3 color) {
- if (DO_IN_GLOW == 1.0)
- color = pow(color,vec3(IN_GLOW_GAMMA))*IN_GLOW_POWER;
- if (DO_VMASK_AND_DARKLINES == 1.0)
- color *= mix ( (1.0 - ((RGB_MASK_STRENGTH*0.5)+(DARKLINES_STRENGTH*0.2))), 1.0, MASK_COMPENSATION) ;
- if (DO_HALO == 1.0)
- color += pow(color,vec3(HALO_GAMMA))*HALO_POWER;
- if (DO_SCANLINES == 1.0)
- color *= 0.5 + (SCANLINE_DARK*0.5);
- if (DO_CCORRECTION == 1.0)
- color = pow(color, vec3(GAMMA_OUT));
- if (DO_VIGNETTE == 1.0)
- color *= 0.8 * (V_POWER);
- return color;
+/*
+ * Superseeded by stage1/stage2
+vec3 apply_fuzzy_main_pass(vec3 color_in) {
+ vec3 color_out = color_in;
+
+ if (DO_CCORRECTION == 1.0) {
+ color_out = pow(color_out, vec3(IN_GLOW_GAMMA * GAMMA_OUT));
+ }
+
+ if (DO_IN_GLOW == 1.0)
+ color_out = color_out*IN_GLOW_POWER;
+
+
+ if (DO_PIXELGRID == 1.0) {
+ float m1 = (PIXELGRID_MAX_W + PIXELGRID_MIN_W) * 0.5;
+ m1 = mix(1.0, m1, DO_PIXELGRID_W);
+
+ float m2 = (PIXELGRID_MAX_H + PIXELGRID_MIN_H) * 0.5;
+ m2 = mix(1.0, m2, DO_PIXELGRID_H);
+
+ float m3 = mix(1.0, 0.75, PIXELGRID_Y_MASK);
+
+ color_out = (color_out * m1) * (m2 * m3);
+ }
+
+ if (DO_HALO == 1.0)
+ color_out += pow(color_in,vec3(HALO_GAMMA))*HALO_POWER;
+
+
+ if (DO_VIGNETTE == 1.0)
+ color_out *= 0.8 * (V_POWER);
+ return color_out;
+}
+*/
+
+float get_halo_ungain_factor() {
+ return mix(1.0,
+ max(IN_GLOW_POWER, 1.0),
+ DO_CCORRECTION
+ );
}
+vec2 apply_fuzzy_main_pass_stage_1() {
+ //This simulates the final pass pixel processing so that previous passes like
+ //reflections, full screen luminance zoom and ambient light
+ //can react accordingly without doing the same thing twice.
+ //For speed reasons, this lives in vertex shader and will output
+ //a vec2(mul factor, pow factor)
+ //in fragment shader one will pow(pow factor)*multiply factor;
+
+ float color_in = 1.0;
+ float color_out = 1.0;
+ float gamma_out = 1.0;
+
+ float halo_power_adapted;
+ halo_power_adapted = HALO_POWER;
+ if (HALO_NO_PREGAIN == 1.0) {
+ halo_power_adapted /= get_halo_ungain_factor();
+ }
+ if (HALO_POWER < 0.0)
+ halo_power_adapted = -halo_power_adapted/10.0;
+
+ if (DO_CCORRECTION == 1.0) {
+ color_out = pow(color_in, GAMMA_OUT); //<- nonsense
+ gamma_out = gamma_out * GAMMA_OUT;
+ gamma_out = gamma_out * IN_GLOW_GAMMA;
+ color_out = pow(color_out,IN_GLOW_GAMMA)*IN_GLOW_POWER;
+ }
+
+ if (DO_PIXELGRID == 1.0) {
+ color_out *= 1- DO_PIXELGRID_H * 0.5 ; //Half color if scanline.
+ color_out *= 1- DO_PIXELGRID_W * 0.5 ; //Half color if Hmask.
+ color_out *= 1- PIXELGRID_Y_MASK * 0.2 ; //Strip at most 20% if level 2 ymask.
+ }
+ if (DO_HALO == 1.0) {
+ color_out += color_in*halo_power_adapted / HALO_GAMMA;
+ gamma_out = gamma_out * mix(1.0, HALO_GAMMA_OUT, halo_power_adapted*0.25) ;
+ }
+
+ if (DO_VIGNETTE == 1.0)
+ color_out *= 0.8 * (V_POWER);
+
+
+
+ return vec2(color_out/color_in, gamma_out );
+}
+
+vec3 apply_fuzzy_main_pass_stage_2(vec3 pixel_in, vec2 stage1 ) {
+ //This gets the output of stage_1 to apply its pow and mul.
+ return pow(pixel_in, vec3(stage1.y)) * stage1.x;
+}
+
vec2 offsets_from_float(float in_param, int range){
return vec2(
(int(in_param) % range) - range*0.5,
@@ -155,7 +379,8 @@ vec2 zoomout_coords(vec2 in_coords, float zoom_out, float aspect) {
}
bool scanline_have_to_flicker(bool is_interlaced) {
- return ((SCANLINE_FLICKERING == 1.0) || ((SCANLINE_FLICKERING==2.0) && is_interlaced ));
+ float scanline_flickering = DO_PIXELGRID * PIXELGRID_INTR_FLICK_MODE;
+ return ((scanline_flickering == 1.0) || ((scanline_flickering==2.0) && is_interlaced ));
}
bool is_interlaced() {
@@ -172,6 +397,10 @@ vec3 scale_to_range_vec3(vec3 x, float dmin, float dmax) {
return ( (dmax-dmin) * x ) + dmin;
}
+vec3 scale_to_range_vec3(vec3 x, vec3 dmin, vec3 dmax) {
+ //Scales 0..1 range to a..b range
+ return ( (dmax-dmin) * x ) + dmin;
+}
vec2 scale_to_range_vec2(vec2 x, float dmin, float dmax) {
//Scales 0..1 range to a..b range
return ( (dmax-dmin) * x ) + dmin;
@@ -182,6 +411,11 @@ float map_range(float value, float min_in, float max_in, float min_out, float ma
return min_out + (value - min_in) * (max_out - min_out) / (max_in - min_in);
}
+vec3 map_range(vec3 value, float min_in, float max_in, float min_out, float max_out) {
+ //Scales value in [min_in - max_in] to [min_out - max_out]
+ return min_out + (value - min_in) * (max_out - min_out) / (max_in - min_in);
+}
+
float normalize_range(float value, float min_in, float max_in) {
//Scales value in [min_in - max_in] to 0..1
return (value - min_in) / (max_in - min_in);
@@ -256,6 +490,7 @@ float random_fast(float power, vec2 seed) {
return uv;
}
+
//warp full new
vec2 Warp(vec2 uv,float wx, float wy){
// Transform coordinates to range [-1, 1]
@@ -273,32 +508,33 @@ float random_fast(float power, vec2 seed) {
return uv* 0.5 + 0.5;
}
+
+ vec2 Warp_noclamp(vec2 uv,float wx, float wy){
+ // Transform coordinates to range [-1, 1]
+ uv = uv * 2.0 - 1.0;
+ vec2 pow_exp = 1.0/(1.0+vec2(wx, wy) * 0.2 ) ;
+ //float curvedCoordsDistance = length(uv);
+ float curvedCoordsDistance = sqrt(uv.x*uv.x+uv.y*uv.y);
+ //curvedCoordsDistance = clamp(curvedCoordsDistance, 0.0, 1.4142);
+ vec2 pow_base = vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097));
+ pow_base = abs(pow_base); // <-- this way intel and nvidia (probably amd) acts the same.
+ uv /= curvedCoordsDistance;
+ uv *= (1.0-pow(pow_base, pow_exp ));
+ uv /= (1.0-pow(vec2(0.29289321881345247559915563789515), pow_exp ));
+ // Transform coordinates back to [0, 1]
+ return uv* 0.5 + 0.5;
+ }
-vec2 Warp_try(vec2 pos, float warpX, float warpY) {
-
-/* float dist = length(pos-vec2(0.5))*10;
- float c = 1 - clamp(dist, 0.0,1.0);
- pos=zoom(pos, c);
- return pos;
-
- pos=zoom(pos, 1.006);
- */
- float k=0.5; //0.1
- warpX*=k;
- warpY*=k;
-
- //pos.x=zoom1D(pos.x, 1+warpX*0.16);
- float powexp = 1.8;
- pos = pos*2.0-1.0;
- pos *= vec2(1.0 + pow(pos.y, powexp)*warpX, 1.0 + pow(pos.x, powexp)*warpY);
-
- return pos*0.5 + 0.5;
-
-
-
-
-}
+ vec2 Warp_koko(vec2 co, vec2 w, float protrusion) {
+ //Keep protrusion higher than ~0.5
+ float czoom = 1 - distance(co, vec2(0.5));
+ czoom = mix(czoom, czoom * protrusion, czoom);
+ vec2 czoom2d = mix(vec2(1.0), vec2(czoom), w);
+ vec2 coff = mix( vec2(0.0), vec2(0.625), w);
+ return zoomxy(co, coff + czoom2d );
+ }
+
vec2 Warp_fast(vec2 uv, vec2 v_exp, vec2 arg2, float cut_ears) {
/*This version is exact and faster than the other implementation,
@@ -400,8 +636,13 @@ vec2 Warp_try(vec2 pos, float warpX, float warpY) {
scale_y = destsize.x/(destsize.y / in_aspect );
offset_y = (0.5 * scale_y ) - 0.5 ;
} else {
- scale_x = destsize.x/(destsize.y * in_aspect);
- offset_x = (0.5 * scale_x ) - 0.5 ;
+ //to fit width, use this:
+ scale_x = destsize.x/(destsize.y * in_aspect);
+ offset_x = (0.5 * scale_x ) - 0.5 ;
+
+ //to fit height, use this:
+ //scale_y = destsize.y/(destsize.x / in_aspect);
+ //offset_y = (0.5 * scale_y ) - 0.5 ;
}
vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
@@ -495,51 +736,137 @@ vec2 Warp_try(vec2 pos, float warpX, float warpY) {
}
//Blur/Glow
+#define PI 3.14159265359
+float sinc_lanczos(float x) {
+ if (abs(x) < 0.001)
+ return 1.0;
+
+ x *= pi;
+ return sin(x) / x;
+}
+
+//Lanczos kinda broken, problematic.
+vec3 lanczos(sampler2D sampler_in, vec2 co, vec4 texsize, float sharpness ) {
+
+ float data_pix_no = co.x * texsize.x;
+ float data_one = texsize.z;
+
+ float texel = floor(data_pix_no);
+ float phase = data_pix_no - texel;
+ float base_phase = phase - 0.5;
+ vec2 tex = vec2((texel + 0.5) * texsize.z, co.y);
+
+ vec3 col = vec3(0.0);
+ for (int i = -2; i <= 2; i++) {
+ float phase = base_phase - float(i);
+ phase*= sharpness;
+ if (abs(phase) < 2.0) { //FIXME check needed?
+ float g = sinc_lanczos(phase);
+ col += texture(sampler_in, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
+ }
+ }
+
+ return col * sharpness;
+}
+
+
+ vec3 blur9_x_box(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x, float sharp_sub) {
+ sharp_sub = -2*sharp_sub+1;
+ float resolution = sourcesize.x * sharpness_x;
+ vec3 color = vec3(0.0);
+
+ vec2 off1 = vec2(1.0 / resolution, 0.0) ;
+ vec2 off2 = vec2(2.0 / resolution, 0.0) ;
+
+ color += texture(image, uv).rgb ;
+ color += texture(image, uv + off1).rgb ;
+ color += texture(image, uv - off1).rgb ;
+ color += texture(image, uv + off2).rgb * sharp_sub;
+ color += texture(image, uv - off2).rgb * sharp_sub;
+ color = color/(3.0 + sharp_sub*2);
+ return max(vec3(0.0), color);
+ }
+
+ vec3 blur9_y_box(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y, float sharp_sub) {
+ sharp_sub = -2*sharp_sub+1;
+ float resolution = sourcesize.y * sharpness_y;
+ vec3 color = vec3(0.0);
+ vec2 off1 = vec2(0.0, 1.0 / resolution) ;
+ vec2 off2 = vec2(0.0, 2.0 / resolution) ;
+ color += texture(image, uv).rgb ;
+ color += texture(image, uv + off1).rgb ;
+ color += texture(image, uv - off1).rgb ;
+ color += texture(image, uv + off2).rgb * sharp_sub;
+ color += texture(image, uv - off2).rgb * sharp_sub;
+ color = color/(3.0 + sharp_sub*2);
+ return max(vec3(0.0), color);
+ }
+
vec3 glow_dumb(sampler2D in_texture, float glow_power, float gamma, vec2 coords) {
return pow( texture(in_texture, coords).rgb, vec3(gamma) ) * glow_power;
}
vec3 blur9_x(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x) {
- vec2 resolution = sourcesize * sharpness_x;
+ float resolution = sourcesize.x * sharpness_x;
vec3 color = vec3(0.0);
- vec2 off1 = vec2(1.3846153846, 0.0) ;
- vec2 off2 = vec2(3.2307692308, 0.0) ;
+ vec2 off1 = vec2(1.3846153846 / resolution, 0.0);
+ vec2 off2 = vec2(3.2307692308 / resolution, 0.0);
color += texture(image, uv).rgb * 0.2270270270;
- color += texture(image, uv + (off1 / resolution)).rgb * 0.3162162162;
- color += texture(image, uv - (off1 / resolution)).rgb * 0.3162162162;
- color += texture(image, uv + (off2 / resolution)).rgb * 0.0702702703;
- color += texture(image, uv - (off2 / resolution)).rgb * 0.0702702703;
+ color += texture(image, uv + off1).rgb * 0.3162162162;
+ color += texture(image, uv - off1).rgb * 0.3162162162;
+ color += texture(image, uv + off2).rgb * 0.0702702703;
+ color += texture(image, uv - off2).rgb * 0.0702702703;
return color;
}
+
+
vec3 blur9_x_gamma(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x, vec3 gamma) {
- vec2 resolution = sourcesize * sharpness_x;
+ float resolution = sourcesize.x * sharpness_x;
vec3 color = vec3(0.0);
- vec2 off1 = vec2(1.3846153846, 0.0) ;
- vec2 off2 = vec2(3.2307692308, 0.0) ;
+ vec2 off1 = vec2(1.3846153846 / resolution, 0.0);
+ vec2 off2 = vec2(3.2307692308 / resolution, 0.0);
vec3 lookup = texture(image, uv).rgb;
color += pow(lookup, gamma) * 0.2270270270;
- lookup = texture(image, uv + (off1 / resolution)).rgb;
+ lookup = texture(image, uv + off1).rgb;
color += pow(lookup, gamma) * 0.3162162162;
- lookup = texture(image, uv - (off1 / resolution)).rgb;
+ lookup = texture(image, uv - off1).rgb;
color += pow(lookup, gamma) * 0.3162162162;
- lookup = texture(image, uv + (off2 / resolution)).rgb;
+ lookup = texture(image, uv + off2).rgb;
color += pow(lookup, gamma) * 0.0702702703;
- lookup = texture(image, uv - (off2 / resolution)).rgb;
+ lookup = texture(image, uv - off2).rgb;
color += pow(lookup, gamma) * 0.0702702703;
return color;
}
- vec3 blur9_y(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y) {
- vec2 resolution = sourcesize * sharpness_y;
+ vec3 blur9_y_gamma(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x, vec3 gamma) {
+ float resolution = sourcesize.x * sharpness_x;
vec3 color = vec3(0.0);
- vec2 off1 = vec2(0.0, 1.3846153846) ;
- vec2 off2 = vec2(0.0, 3.2307692308) ;
- color += texture(image, uv).rgb * 0.2270270270;
- color += texture(image, uv + (off1 / resolution)).rgb * 0.3162162162;
- color += texture(image, uv - (off1 / resolution)).rgb * 0.3162162162;
- color += texture(image, uv + (off2 / resolution)).rgb * 0.0702702703;
- color += texture(image, uv - (off2 / resolution)).rgb * 0.0702702703;
+ vec2 off1 = vec2(0.0, 1.3846153846 / resolution) ;
+ vec2 off2 = vec2(0.0, 3.2307692308 / resolution) ;
+ vec3 lookup = texture(image, uv).rgb;
+ color += pow(lookup, gamma) * 0.2270270270;
+ lookup = texture(image, uv + off1).rgb;
+ color += pow(lookup, gamma) * 0.3162162162;
+ lookup = texture(image, uv - off1).rgb;
+ color += pow(lookup, gamma) * 0.3162162162;
+ lookup = texture(image, uv + off2).rgb;
+ color += pow(lookup, gamma) * 0.0702702703;
+ lookup = texture(image, uv - off2).rgb;
+ color += pow(lookup, gamma) * 0.0702702703;
+ return color;
+ }
+
+ vec3 blur9_y(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y) {
+ float resolution = sourcesize.y * sharpness_y;
+ vec3 color = vec3(0.0);
+ vec2 off1 = vec2(0.0, 1.3846153846 / resolution) ;
+ vec2 off2 = vec2(0.0, 3.2307692308 / resolution) ;
+ color += texture(image, uv).rgb * 0.2270270270;
+ color += texture(image, uv + off1).rgb * 0.3162162162;
+ color += texture(image, uv - off1).rgb * 0.3162162162;
+ color += texture(image, uv + off2).rgb * 0.0702702703;
+ color += texture(image, uv - off2).rgb * 0.0702702703;
return color;
}
@@ -585,27 +912,28 @@ vec2 Warp_try(vec2 pos, float warpX, float warpY) {
*/
vec3 blur5_x(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x, float lod) {
- vec2 resolution = sourcesize * sharpness_x;
+ float resolution = sourcesize.x * sharpness_x;
vec3 color = vec3(0.0);
- vec2 off1 = vec2(1.333333333333, 0.0) ;
+ vec2 off1 = vec2(1.333333333333 / resolution, 0.0);
color += textureLod(image, uv, lod).rgb * 0.29411764705882354;
- color += textureLod(image, uv + (off1 / resolution), lod).rgb * 0.35294117647058826;
- color += textureLod(image, uv - (off1 / resolution), lod).rgb * 0.35294117647058826;
+ color += textureLod(image, uv + off1, lod).rgb * 0.35294117647058826;
+ color += textureLod(image, uv - off1, lod).rgb * 0.35294117647058826;
return color;
}
vec3 blur5_y(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y, float lod) {
- vec2 resolution = sourcesize * sharpness_y;
+ float resolution = sourcesize.y * sharpness_y;
vec3 color = vec3(0.0);
- vec2 off1 = vec2(0.0, 1.333333333333) ;
+ vec2 off1 = vec2(0.0, 1.333333333333 / resolution) ;
color += textureLod(image, uv, lod).rgb * 0.29411764705882354;
- color += textureLod(image, uv + (off1 / resolution), lod).rgb * 0.35294117647058826;
- color += textureLod(image, uv - (off1 / resolution), lod).rgb * 0.35294117647058826;
+ color += textureLod(image, uv + off1, lod).rgb * 0.35294117647058826;
+ color += textureLod(image, uv - off1, lod).rgb * 0.35294117647058826;
return color;
}
-
+
+#define RGB2GRAY_VEC3 vec3(0.299, 0.587, 0.114)
float rgb_to_gray(vec3 rgb) {
- return dot(rgb, vec3(0.299, 0.587, 0.114));
+ return dot(rgb, RGB2GRAY_VEC3);
}
//smoothly shade x and y < 0.0, currently unused
@@ -680,7 +1008,7 @@ vec2 tilt(vec2 co, float is_rotated, vec2 tilt) {
}
-bool is_first_outside_rect(vec2 point, vec4 rect) {
+/*bool is_first_outside_rect(vec2 point, vec4 rect) {
return (point.x < rect.x || point.x > rect.z ||
point.y < rect.y || point.y > rect.w) ;
}
@@ -689,6 +1017,16 @@ bool is_first_inside_rect(vec2 point, vec4 rect) {
return (point.x >= rect.x && point.x < rect.z &&
point.y >= rect.y && point.y < rect.w) ;
}
+*/
+bool is_first_inside_rect(vec2 point, vec4 rect) {
+ vec2 bounded = clamp(point, rect.xy, rect.zw);
+ return point == bounded;
+}
+bool is_first_outside_rect(vec2 point, vec4 rect) {
+ vec2 bounded = clamp(point, rect.xy, rect.zw);
+ return point != bounded;
+}
+
// COLOR TOOLS
vec3 kelvin2rgb(float k) {
@@ -761,3 +1099,38 @@ bool is_first_inside_rect(vec2 point, vec4 rect) {
return pixel_out;
}
+
+vec4 PG_get_hmask_preset() {
+ /* Common masks:
+ * 1 gm : mask size = 2 | offsets=1,0,1 | width=0.3
+ * 2 gmx : mask size = 3 | offsets=1,0,1 | width=0.25
+ * 3 rgb : mask size = 3 | offsets=0,1,2 | width=0.25
+ * 4 rgbx : mask size = 4 | offsets=0,1,2 | width=0.20
+ * 3 rbg : mask size = 3 | offsets=0,1,2 | width=0.25
+ * 4 rbgx : mask size = 4 | offsets=0,1,2 | width=0.20
+ * 5 wx : mask size = 2 | offsets=0.3,0.3,0.3
+ */
+ if (PIXELGRID_H_PRST == 0.0) // manual mask and size
+ return vec4( PIXELGRID_R_SHIFT, PIXELGRID_G_SHIFT, PIXELGRID_B_SHIFT, PIXELGRID_H_COUNT);
+
+ if (PIXELGRID_H_PRST == 1.0)
+ return vec4( vec3(1,0,1), 2); // gm, mask size 2
+
+ if (PIXELGRID_H_PRST == 2.0)
+ return vec4( vec3(1,0,1), 3); //gmx, mask size 3
+
+ if (PIXELGRID_H_PRST == 3.0)
+ return vec4( vec3(0,1,2), 3); //rgb, mask size 3
+
+ if (PIXELGRID_H_PRST == 4.0)
+ return vec4( vec3(0,1,2), 4); //rgbx, mask size 4
+
+ if (PIXELGRID_H_PRST == 5.0)
+ return vec4( vec3(0,2,1), 3); //rbg, mask size 3
+
+ if (PIXELGRID_H_PRST == 6.0)
+ return vec4( vec3(0,2,1), 4); //rbgx, mask size 4
+
+ if (PIXELGRID_H_PRST == 7.0)
+ return vec4( vec3(0.3,0.3,0.3), 2); //WX, mask size 2
+}
diff --git a/bezel/koko-aio/shaders/includes/pack_unpack.include.slang b/bezel/koko-aio/shaders-ng/includes/pack_unpack.include.slang
similarity index 100%
rename from bezel/koko-aio/shaders/includes/pack_unpack.include.slang
rename to bezel/koko-aio/shaders-ng/includes/pack_unpack.include.slang
diff --git a/bezel/koko-aio/shaders/includes/pixel_glows.include.slang b/bezel/koko-aio/shaders-ng/includes/pixel_glows.include.slang
similarity index 100%
rename from bezel/koko-aio/shaders/includes/pixel_glows.include.slang
rename to bezel/koko-aio/shaders-ng/includes/pixel_glows.include.slang
diff --git a/bezel/koko-aio/shaders/reflection_blur.slang b/bezel/koko-aio/shaders-ng/reflection_blur.slang
similarity index 67%
rename from bezel/koko-aio/shaders/reflection_blur.slang
rename to bezel/koko-aio/shaders-ng/reflection_blur.slang
index 026ad32..c1f0ab3 100644
--- a/bezel/koko-aio/shaders/reflection_blur.slang
+++ b/bezel/koko-aio/shaders-ng/reflection_blur.slang
@@ -6,24 +6,31 @@ layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
+layout(location = 1) out vec2 vFuzzy_main_pass_stage_1;
#include "includes/functions.include.slang"
+#include "includes/blooms.include.slang"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
+
+ //Get fuzzy mul and pow factor
+ vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
+layout(location = 1) in vec2 vFuzzy_main_pass_stage_1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D flick_and_noise_pass;
+layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_passFeedback;
#include "includes/functions.include.slang"
-
+#include "includes/blooms.include.slang"
float borders_gradient(vec2 co, float smoothness) {
//Draws a square with smooth borders:
@@ -48,17 +55,24 @@ void main() {
FragColor = vec4(0.0);
return;
}
-
+/*
//Create a gradient near borders to modulate between blurrend and sharp refection.
float smoothness = 0.11;
float shade_sharp_blur = borders_gradient(vTexCoord, smoothness);
- shade_sharp_blur = 1 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
-
+ shade_sharp_blur = 1.05 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
+*/
+
+
+
+ float shade_sharp_blur = texture(Source, coords).a;
+
+
+
//Create gradients in the corners to blur more more near corners:
#define CORNER_BLURRINESS 0.6
float fcorners_shade = corners_shade(vTexCoord, 0.9) * CORNER_BLURRINESS;
shade_sharp_blur = max(fcorners_shade, shade_sharp_blur);
-
+ /*
//Sample a lod and the next integer one, then do a linear smapling between them
//to blur the reflections as they goes far from the tube.
float shade_sharp_blur_adapted = shade_sharp_blur * 5.5;
@@ -68,7 +82,25 @@ void main() {
vec3 s2 = textureLod( Source, coords, lod1).rgb;
float lodmix = fract(shade_sharp_blur_adapted);
vec3 pixel_out = mix(s1, s2, lodmix) * BEZEL_REFL_STRENGTH;
-
+*/
+
+
+ float blur_radius= (shade_sharp_blur) * 3.5 ;
+ blur_radius = clamp(blur_radius, 1.0, 100.0);
+
+ //FragColor = vec4(shade_sharp_blur); return;
+
+ // FragColor = texture(Source, coords);return;
+
+
+
+ float blur_quality = 1;
+
+ float start_offset = (pi*2.0/8.0/4.0);
+
+ vec3 pixel_out = bloom(Source, coords, global.FinalViewportSize, vec2(blur_radius), blur_quality, start_offset, 0.0) ;
+ pixel_out *= BEZEL_REFL_STRENGTH;
+
//Next simulate a diffused light
vec3 pixel_diffused = textureLod( flick_and_noise_pass, coords, 6.0).rgb;
pixel_out = mix( pixel_out, pixel_diffused, BEZEL_DIFFUSION_STR);
@@ -79,9 +111,15 @@ void main() {
//at 0.0 inner zoom level.
//pixel_out = pixel_out * (1 - fcorners_shade);
- pixel_out = apply_fuzzy_main_pass(pixel_out);
-
+ pixel_out = apply_fuzzy_main_pass_stage_2(pixel_out, vFuzzy_main_pass_stage_1);
+
+ vec3 pixel_out_fb = texture(reflected_blurred_passFeedback, vTexCoord).rgb;
+ pixel_out = mix(pixel_out_fb.rgb, pixel_out, 0.5 );
+
+
FragColor = vec4(pixel_out, 1.0);
+
+ //FragColor = vec4(shade_sharp_blur);
}
diff --git a/bezel/koko-aio/shaders/reflection_blur_pre.slang b/bezel/koko-aio/shaders-ng/reflection_blur_pre.slang
similarity index 55%
rename from bezel/koko-aio/shaders/reflection_blur_pre.slang
rename to bezel/koko-aio/shaders-ng/reflection_blur_pre.slang
index aa1d2fd..17bfec1 100644
--- a/bezel/koko-aio/shaders/reflection_blur_pre.slang
+++ b/bezel/koko-aio/shaders-ng/reflection_blur_pre.slang
@@ -10,6 +10,7 @@ layout(location = 1) out vec2 vCoordsAdapted;
#include "includes/functions.include.slang"
+
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
@@ -31,6 +32,15 @@ layout(set = 0, binding = 1) uniform sampler2D flick_and_noise_pass;
layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
#include "includes/functions.include.slang"
+#include "includes/blooms.include.slang"
+
+float borders_gradient(vec2 co, float smoothness) {
+ //Draws a square with smooth borders:
+ float size = 1.0;
+ vec4 rect = vec4(0.0+smoothness, 0.0+smoothness, size - smoothness, size - smoothness);
+ vec2 hv = smoothstep(rect.xy - smoothness, rect.xy, co) * smoothstep(co - smoothness, co, rect.zw);
+ return hv.x * hv.y;
+}
void main() {
@@ -54,7 +64,29 @@ void main() {
}
- FragColor = texture(flick_and_noise_pass, coords);
+ //Create a gradient near borders to modulate between blurrend and sharp refection.
+ float smoothness = 0.15;
+ vec2 coords_shade = zoom(vTexCoord,1.05);
+ float shade_sharp_blur = borders_gradient(coords_shade, smoothness);
+ //shade_sharp_blur = 1.05 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
+
+ shade_sharp_blur = shade_sharp_blur - (BEZEL_RFL_BLR_SHD - 0.2);
+
+ shade_sharp_blur=clamp(shade_sharp_blur, 0.0,1.0);
+ float blur_radius= (shade_sharp_blur) * 2.0 ;
+ float blur_quality = 1;
+
+
+
+ vec3 pixel_out = bloom(flick_and_noise_pass, coords, global.FinalViewportSize, vec2(blur_radius), blur_quality, 0.0, 1.0) ;
+
+
+
+
+
+ FragColor = vec4(pixel_out,shade_sharp_blur );
+//FragColor = vec4(shade_sharp_blur );
+
}
diff --git a/bezel/koko-aio/shaders/shift_and_bleed.slang b/bezel/koko-aio/shaders-ng/shift_and_bleed.slang
similarity index 94%
rename from bezel/koko-aio/shaders/shift_and_bleed.slang
rename to bezel/koko-aio/shaders-ng/shift_and_bleed.slang
index e010836..267770d 100644
--- a/bezel/koko-aio/shaders/shift_and_bleed.slang
+++ b/bezel/koko-aio/shaders-ng/shift_and_bleed.slang
@@ -47,7 +47,7 @@ layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 4) uniform sampler2D flick_and_noise_pass;
-
+layout(set = 0, binding = 5) uniform sampler2D colortools_and_ntsc_pass;
#define bandwidth_mhz_Y_ntsc 4.2
#define bandwidth_mhz_I 1.5
@@ -116,7 +116,11 @@ vec3 deconvergence_shadow_wrap (vec2 coord) {
vec3 pixel_bleed_side_NTSC(vec3 pixel_in, vec2 co, float size, float side, sampler2D in_texture, vec4 sourcesize2) {
- float w = SAT_BLEED_STRENGTH;
+ //apply strength modifier to blur ntsc artifacts more.
+
+ float strength_modifier = mix(1.0, texture(colortools_and_ntsc_pass,co).a, DO_NTSC_ARTIFACTS);
+ if (NTSC_SHOW_ARTF_MASK + DO_NTSC_ARTIFACTS == 2.0) return vec3(strength_modifier);
+ float w = SAT_BLEED_STRENGTH * clamp (strength_modifier, (1-NTSC_ARTF_NOBLEED), 1.0 );
vec3 blur_YIQ = pixel_in * mat3_RGB2YIQ; //Work in YIQ space
float i = 0.0;
for ( i=1 ; i <= size ; i++ ){
@@ -189,6 +193,7 @@ void main() {
//Handle case where only color shifting is requested
if (DO_SHIFT_RGB > 0.0 || DOT_M_SHADOW_STR > 0.0) {
pixel_out = deconvergence_shadow_wrap(vTexCoord);
+ pixel_alpha_ntsc_artifacts = texture(flick_and_noise_pass, vTexCoord).a;
} else
if (DO_SAT_BLEED > 0.0) {
//Handle case where only chroma bleed is requested
@@ -213,7 +218,7 @@ void main() {
}
//pre-gamma if needed by glow.
- if (DO_IN_GLOW > 0.5)
+ if (DO_CCORRECTION > 0.5)
pixel_out = pow(pixel_out, vec3(IN_GLOW_GAMMA));
FragColor = vec4(pixel_out,pixel_alpha_ntsc_artifacts);
diff --git a/bezel/koko-aio/shaders/final_pass.slang b/bezel/koko-aio/shaders/final_pass.slang
deleted file mode 100644
index 2c3c10a..0000000
--- a/bezel/koko-aio/shaders/final_pass.slang
+++ /dev/null
@@ -1,1119 +0,0 @@
-#version 450
-
-/* This pass:
- * Composes the previous passes
- * Does masks, spot, bezel, vignette, background image (anything else?)
- */
-
-
-#include "config.inc"
-
-#pragma stage vertex
-layout(location = 0) in vec4 Position;
-layout(location = 1) in vec2 TexCoord;
-
-
-layout(location = 0) out vec2 vTexCoord;
-layout(location = 1) out vec2 vOutputCoord;
-layout(location = 2) out vec2 spot_offset;
-layout(location = 3) out vec2 vFragCoord_Tated;
-layout(location = 4) out float vIsRotated;
-
-
-//Curvature:
- layout(location = 5) out vec2 vWarp_vexp;
- layout(location = 6) out vec2 vWarp_arg2;
-
-//Scanlines:
- layout(location = 7) out float vIsInterlaced;
- layout(location = 8) out float vFlickeringScanlines;
- layout(location = 9) out float vScanlinePeriod;
- layout(location = 10) out float vScanlineAlternateOffset;
- layout(location = 11) out float vMax_inLum;
-
-//Vignette, spot:
- layout(location = 12) out float vIn_aspect;
-
-layout(location = 13) out float vDynamicSeed;
-layout(location = 14) out float vBEZEL_INNER_ZOOM_adapted;
-layout(location = 15) out float vVmask_gap;
-layout(location = 16) out float vFcol_Tated;
-layout(location = 17) out float vDo_Tate;
-layout(location = 18) out vec3 vDotMat_Grid_Color;
-
-#include "includes/functions.include.slang"
-
-#define PI_15 4.71238898038469 //pi*1.5
-
-void main() {
- gl_Position = global.MVP * Position;
- vIsRotated = float(is_rotated());
- vIn_aspect = get_in_aspect();
-
- //Calculate vTexcoord as fractional or integer scaled?
- if ( need_NO_integer_scale() )
- vTexCoord = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, vIn_aspect, bool(vIsRotated)) + vec2(0.0000);
- else
- vTexCoord = integer_scale(TexCoord, vIn_aspect, bool(vIsRotated), GAME_GEOM_INT_SCALE-1.0 ) + vec2(0.0001); //<- without the offset, SCANLINE_MIN doesn't work.
-
- //if (DO_GLOBAL_SHZO >0.5)
- // vTexCoord = zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
- //..unbranched previous
- vTexCoord = (zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ) * DO_GLOBAL_SHZO) +
- (vTexCoord * (1-DO_GLOBAL_SHZO) );
-
- vOutputCoord = TexCoord;
-
-
- vec2 vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
- floor(vOutputCoord.y * params.OutputSize.y));
-
- vDo_Tate = float(TATE+vIsRotated > 1.001);
- vFragCoord_Tated = mix_step(vFragCoord.xy, vFragCoord.yx, vDo_Tate );
-
- vBEZEL_INNER_ZOOM_adapted = get_BEZEL_INNER_ZOOM() * DO_BEZEL;
-
- //Precalc some Curvature/Warp values:
- vWarp_vexp = 1.0/ (1 + (vec2(GEOM_WARP_X, GEOM_WARP_Y) * 0.2)) ;
- vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp );
-
- //SPOT
- spot_offset = offsets_from_float(S_POSITION+420.0,40);
- spot_offset = spot_offset / 10.0 + vec2(0.0,1.0);
-
- //Help scanline code too:
- if (DO_SCANLINES > 0.5) {
- bool bIs_Interlaced = is_interlaced();
- vIsInterlaced = float(bIs_Interlaced);
- vFlickeringScanlines = float((DO_SCANLINES == 1.0) && scanline_have_to_flicker(bIs_Interlaced)) ;
-
- //Scanline period:
- vScanlinePeriod = 1.0;
- vScanlineAlternateOffset = 0.0;
-
- if (bIs_Interlaced) {
- if (params.FrameCount % 2 == 0.0) vScanlineAlternateOffset = PI_15;
- vScanlinePeriod = 0.5;
- }
-
- //Calculate the maximum possible brightness of the input color by taking glow,
- //contrast and brightness into account. This is needed so that scanline generation
- //can map the proper input range and strictly obey scanline thickness constraints.
- vMax_inLum = max( 1.0, DO_CCORRECTION * apply_contrast_brightness(1.0, CONTRAST, BRIGHTNESS)) *
- max( 1.0, DO_IN_GLOW * IN_GLOW_POWER);
- }
-
- //Generate a seed that changes over time for temporal random noise
- vDynamicSeed = mod(params.FrameCount, 60.0001);
-
- //slotmask/vmask gap size:
- //Gap size in pixel for 1X to 4X mask scaling:
- // vec4 GAP_SIZE_PER_SCALE = vec4(1.0, 1.0, 2.0, 2.0); <--- moved in config.inc
- vec4 vgap_size_per_scale = GAP_SIZE_PER_SCALE / VMASK_DARKLINE_SCALE;
- vVmask_gap = vgap_size_per_scale[int(VMASK_DARKLINE_SCALE-1)];
-
- vFcol_Tated = mix_step(vOutputCoord.x * params.OutputSize.x, vOutputCoord.y * params.OutputSize.y, vDo_Tate);
-
- //Calc dotmat grid color
- vDotMat_Grid_Color = vec3(DOT_M_G_BRT);
- if (DO_DOT_MATRIX + DO_CCORRECTION > 1.1) {
- vDotMat_Grid_Color = color_tools(vec3(DOT_M_G_BRT), kelvin2rgb(TEMPERATURE));
- //Since we modify grid brightness via a specific use parameter, explicitely multiply it by that:
- vDotMat_Grid_Color *= DOT_M_G_BRT ;
- }
-}
-
-
-#pragma stage fragment
-layout(location = 0) in vec2 vTexCoord;
-layout(location = 1) in vec2 vOutputCoord;
-layout(location = 2) in vec2 spot_offset;
-layout(location = 3) in vec2 vFragCoord_Tated;
-layout(location = 4) in float vIsRotated;
-layout(location = 5) in vec2 vWarp_vexp;
-layout(location = 6) in vec2 vWarp_arg2;
-layout(location = 7) in float vIsInterlaced;
-layout(location = 8) in float vFlickeringScanlines;
-layout(location = 9) in float vScanlinePeriod;
-layout(location = 10) in float vScanlineAlternateOffset;
-layout(location = 11) in float vMax_inLum;
-layout(location = 12) in float vIn_aspect;
-layout(location = 13) in float vDynamicSeed;
-layout(location = 14) in float vBEZEL_INNER_ZOOM_adapted;
-layout(location = 15) in float vVmask_gap;
-layout(location = 16) in float vFcol_Tated;
-layout(location = 17) in float vDo_Tate;
-layout(location = 18) in vec3 vDotMat_Grid_Color;
-
-layout(location = 0) out vec4 FragColor;
-
-
-
-layout(set = 0, binding = 1) uniform sampler2D backdrop;
-layout(set = 0, binding = 2) uniform sampler2D bloom_pass_final;
-layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_pass;
-layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass;
-layout(set = 0, binding = 5) uniform sampler2D avglum_pass;
-layout(set = 0, binding = 6) uniform sampler2D monitor_body_straight;
-layout(set = 0, binding = 7) uniform sampler2D monitor_body_curved;
-layout(set = 0, binding = 8) uniform sampler2D bg_under;
-layout(set = 0, binding = 9) uniform sampler2D bg_over;
-layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass;
-layout(set = 0, binding = 11) uniform sampler2D in_glow_pass;
-layout(set = 0, binding = 12) uniform sampler2D halo_pass;
-
-
-layout(set = 0, binding = 15) uniform sampler2D flick_and_noise_pass;
-
-
-
-#define RECT01 vec4(0.0, 0.0, 1.0, 1.0)
-#define HALF_PI 1.5707963267949
-#define QUARTER_PI 0.785398163397448
-
-#include "includes/functions.include.slang"
-
-
-vec2 vOutputCoord_adapted;
-vec2 get_vOutputCoord_adapted() {
- return vOutputCoord_adapted;
-}
-
-
-vec3 fn_pixel_nightify(vec3 color_in, float strength) {
- if (strength == 0.0) return color_in;
-
- color_in = clamp(color_in, 0.0, 1.0);
-
- vec3 color_hsv_in = rgb2hsv(color_in);
- strength = scale_to_range(strength, 0.0, 1.0);
-
- vec3 color_hsv_min = color_hsv_in;
- color_hsv_min.yz = scale_to_range_vec2(color_hsv_min.yz, -0.1, 0.1);
-
- vec3 color_rgb_min = hsv2rgb(color_hsv_min);
- return mix(color_in, color_rgb_min, strength);
-}
-
-vec3 pixel_vmask(vec3 source, float white_reference, float over_white) {
- // Simple RGB mask emulation with or without horizontal gap
- float ggg = 1.0 - RGB_MASK_STRENGTH;
- float ooo = max( VMASK_USE_DUMB + 1 - RGB_MASK_STRENGTH, 0.0); //<- make a dumb mask?
-
- // RGB mask: R G B
- vec3 m1 = vec3( 1.0 , ooo , ooo ); //col 1
- vec3 m2 = vec3( ooo , 1.0 , ooo ); //col 2
- vec3 m3 = vec3( ooo , ooo , 1.0 ); //col 3
- vec3 gap = vec3( ggg );
-
- vec3 pixel_out;
- vec3 vmasked;
-
- vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP * vVmask_gap,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE;
- vec_mod = ceil(vec_mod);
-
-
- float mod_compare = mod(vFcol_Tated, vec_mod.x);
-
- if (mod_compare < vec_mod.y)
- vmasked = m1;
- else if (mod_compare < vec_mod.z)
- vmasked = m2;
- else if (mod_compare < vec_mod.w)
- vmasked = m3;
- else vmasked = gap;
-
- vmasked *= source;
-
- //Unbranched previous, worse performance.
- /*
- bool bm1 = (mod_compare < vec_mod.y);
- bool bm2 = (mod_compare < vec_mod.z) && !bm1;
- bool bm3 = (mod_compare < vec_mod.w) && !bm1 && !bm2;
- bool bgap = !bm3 && !bm2 && !bm1;
- vmasked = m1*float(bm1) + m2*float(bm2) + m3*float(bm3) + gap*float(bgap);
- vmasked = source * vmasked;
- */
-
- if (over_white == 1.0) pixel_out = vmasked;
- else {
- white_reference-= over_white;
- white_reference= clamp(white_reference,0.0,1.0);
- pixel_out= mix(vmasked,source,white_reference);
- }
- return pixel_out;
-
-}
-
-
-vec3 pixel_vmask_gm(vec3 source, float white_reference, float over_white) {
- // Simple RGB mask emulation with or without horizontal gap
- float ggg = 1.0 - RGB_MASK_STRENGTH;
- float ooo = max( VMASK_USE_DUMB + 1 - RGB_MASK_STRENGTH, 0.0); //<- make a dumb mask?
-
- // RGB mask: R G B
- vec3 m1 = vec3( ooo , 1.0 , ooo ); //col 1
- vec3 m2 = vec3( 1.0 , ooo , 1.0 ); //col 2
- vec3 gap = vec3( ggg );
-
- vec3 pixel_out;
- vec3 vmasked;
- vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP * vVmask_gap,0.0,0.0))* VMASK_DARKLINE_SCALE ;
- vec_mod = ceil(vec_mod);
-
- float mod_compare = mod(vFcol_Tated, vec_mod.x);
-
- /*
- if (mod_compare < vec_mod.y)
- vmasked = m1 * source;
- else if (mod_compare < vec_mod.z)
- vmasked = m2 * source;
- else
- vmasked = gap * source;
- */
-
- //Unbranched previous, same performance.
- bool bm1 = (mod_compare < vec_mod.y);
- bool bm2 = (mod_compare < vec_mod.z) && !bm1;
- bool bgap = !bm2 && !bm1;
- vmasked = m1*float(bm1) + m2*float(bm2) + gap*float(bgap);
- vmasked = source * vmasked;
-
- if (over_white == 1.0) pixel_out = vmasked;
- else {
- white_reference-= over_white;
- white_reference= clamp(white_reference,0.0,1.0);
- pixel_out= mix(vmasked,source,white_reference);
- }
-
- return pixel_out;
-}
-
-
-vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
- float do_offset, float white_reference,float over_white, vec2 coords) {
-
- float period_x = (3.0 - VMASK_USE_GM + VMASK_GAP * vVmask_gap) * VMASK_DARKLINE_SCALE;
- float period_y = darkline_every * VMASK_DARKLINE_SCALE;
-
- vec2 FragCoord = vFragCoord_Tated;
-
- if (over_white != 1.0) {
- //less effect on bright colors.
- darkline_trans+=(white_reference-over_white);
- darkline_trans=clamp(darkline_trans,0.0,1.0);
- }
-
- if (do_offset > 0.0) {
- float column = int(floor(mod(FragCoord.x, period_x*2.0)));
- if (column < period_x) FragCoord.y+=period_y/2.0;
- }
-
- float row = int(floor(mod(FragCoord.y, period_y)));
-
- if (row < VMASK_DARKLINE_SCALE * vVmask_gap)
- return source * darkline_trans;
- else
- return source;
-}
-
-
-
-vec4 fn_pixel_dotmat(vec2 coords, vec3 pixel_in) {
-
-
- //Base angle, depends on original size:
- vec2 angle_base = coords * pi * params.OriginalSize.xy; //FIXME here we want .yy to make integer scaling
-
- //Zoom to debug:
- angle_base/=DOT_M_MULTIPLY;
-
- //Set the rgb and grid sharpness:
- vec3 s_rgb = vec3(DOT_M_RGB_SHARP);
- float s_grid = DOT_M_G_SHARP;
-
- //Generate bw grid:
- vec2 grid = cos(angle_base);
- grid = grid * grid;
- grid = pow(grid, vec2(s_grid));
- grid = 1 - grid;
-
- //Generate rgb mask
- vec3 mask_rgb=vec3(1.0);
- if (DOT_M_RGB_STR > 0.0) {
- //float wideness_k = DOT_M_RGB_WID;
- float rgb_wideness = (pi/4.0); // * wideness_k;
-
- //Generates 3 sines with 1/3 pi offset
- vec3 angle_rgb = vec3( angle_base.x + rgb_wideness,
- angle_base.x - pi,
- angle_base.x - rgb_wideness );
-
- mask_rgb = sin(angle_rgb);
- mask_rgb *= mask_rgb;
- mask_rgb = pow(mask_rgb, s_rgb);
-
- //Adjust green gain
- mask_rgb.g *= DOT_M_G_GAIN;
-
- //Apply strength
- mask_rgb=mix(vec3(1.0), mask_rgb, DOT_M_RGB_STR);
- }
-
-
- //Combine gridx and gridy into a single one
- //float fgrid = min(grid.x, grid.y);
- float fgrid = grid.x* grid.y;
-
- //Modify strength for "paint on background" option
-
- //Smoothly fadeout grid on background
- //The fadeout size:
- float fade_size = 0.3;
-
- //We invert the smooth logic if threshold is negative. this allow to fadeout
- //the grid on bright or dark backgrounds.
- float lum_scaled = dot(pixel_in, vec3(0.33333));
- lum_scaled = clamp(lum_scaled, 0.0, 1.0);
- lum_scaled = mix_step(1-lum_scaled, lum_scaled, float(DOT_M_G_TRESH > 0.0));
-
- float smooth_threshold = abs(DOT_M_G_TRESH);
- vec2 smooth_range = vec2(smooth_threshold, smooth_threshold+fade_size);
- float grid_smoothstep = 1- smoothstep(smooth_range.x, smooth_range.y, lum_scaled);
-
-
-
- //Adapt grid strength
- float grid_str = DOT_M_G_STR * grid_smoothstep;
- //Apply strength modifier
- float fgrid_adpt = mix(1.0, fgrid, grid_str);
-
-
- //Output is the mix of the gap and the rgb masked pixel in.
- //In the alpha channel we put the grid because it could be selectiveli brightened by halo
- return vec4(
- mix(vDotMat_Grid_Color, pixel_in * mask_rgb ,fgrid_adpt),
- fgrid_adpt
- );
-
-}
-
-float fn_scanline_mask(vec2 coords, bool do_slotmask, float lum, float min_inLum, float max_inLum, float tate) {
- /* Produces a B/W scanline shape to be multiplicated by the source
- * pixel later on to emulate scanline effect.
- * scanlines can be drawn on odd and even fields alternating on odd and
- * even frames to emulate that aspect of interlacing.
- */
-
- float period = vScanlinePeriod;
- bool is_interlaced = bool(vIsInterlaced);
- bool do_flicker = bool(vFlickeringScanlines);
-
- //since luminosity is used to modulate scanline thickness, we scale it here
- //to keep tickness in user defined range:
- float lum_scaled = map_range(lum, min_inLum, max_inLum, SCANLINE_MIN, SCANLINE_MAX);
-
-
- float lines = 1.0;
-
- //0 - Generate base scanline.
- //1 - The base coords is switched from coords.y to coords.x if tate mode is requested.
- //2 - offset them on odd frames if needed (vScanlineAlternateOffset via vertex shader)
- //3 - Dont do it when the screen is interlaced and we have to skip drawing scanlines on interlaced screens
-
- //coords += params.OriginalSize.zw*0.5; //<-- this seems needed when using integer scaling
- //due to linear filtering in earlier pass FIXME don't forget me!
- coords = mix_step(coords.xy, coords.yx, tate);
- float originalsize = mix_step(params.OriginalSize.y, params.OriginalSize.x, tate);
-
- float angle_base = coords.y * pi * originalsize * period;
-
-
- if (!( is_interlaced && SCANLINE_DISABLE_ON_INTERLACE == 1.0 )) {
- lines = pow( sin(angle_base + vScanlineAlternateOffset), 2.0);
- }
-
- //If we specified to draw slotmasks alongside the scanlines, but the screen
- //is interlaced, fallback to old darklines code to avoid glitches/artifacts.
- if ( do_slotmask && is_interlaced ) {
- lines = lines * pixel_darklines(vec3(1.0),DARKLINES_PERIOD,1-SCANLINE_SM_STRENGTH, 1.0, 0.0 , 1.0, coords).r;
- return lines;
- }
-
- //Draw a sort of slotmask right here with the same height as the scanline.
- //Mitigates moiree and visual artifacts comapred to dumb viewport slotmask.
- if (do_slotmask) {
- float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
- float Darkline_part_w_x2 = Darkline_part_w*2;
- bool odd_column = mod(vFragCoord_Tated.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w;
-
- if (SCANLINE_SM_TYPE == 1.0) {
- // Slotmask is out oh phase every "odd" triple and mixed with
- // the straight scanline.
- // slotmask strength and stagger are configurable.
- // Acceptable values are with stagger around 79 (pi/4)
- if (odd_column) {
- float phase = pi + SCANLINE_SM_VOFFSET*0.022 * lum_scaled;
- float angle_slotmask = angle_base + phase;
- float slotmask = sin(angle_slotmask);
- slotmask = (slotmask*slotmask);
- lines = mix(lines, slotmask, SCANLINE_SM_STRENGTH);
- }
- }
-
- else if (SCANLINE_SM_TYPE == 2.0) {
- float phase;
- //Slotmask is always out of phase by QUARTER_PI
- //Every "odd triple" column, it is also out of phase of HALF_PI
- //Slotmask is multiplied by original scanline and thinner.
- //Only strength parameter is taken into account.
- if (odd_column)
- phase = period * pi + QUARTER_PI * lum_scaled;
- else
- phase = period * HALF_PI + QUARTER_PI;
-
- float angle_slotmask = angle_base + phase;
- float slotmask = sin(angle_slotmask);
- slotmask = slotmask*slotmask; slotmask = slotmask*slotmask; // eleva alla 4 per renderla sottile. valori maggiori producono moiree.
- slotmask = mix(1.0, slotmask, SCANLINE_SM_STRENGTH); // riduci la forza della slotmask
- lines = lines * slotmask;
- }
-
- else if (SCANLINE_SM_TYPE == 3.0) {
- // Thinner slotmask screen, no scanlines.
- // No parameter taken into account.
- if (odd_column) {
- float phase = pi + HALF_PI;
- float angle_slotmask = angle_base + phase;
- float slotmask = sin(angle_slotmask);
- lines = slotmask*slotmask;
- }
- return mix( 1.0, lines * (1-SCANLINE_DARK ) + SCANLINE_DARK, SCANLINE_SM_STRENGTH) ;
- }
- }
-
-
-
- //Morph scanline shape via input luminance
- float l = lum_scaled; // (already clamped)
- l = pow(l, SCANLINE_MINMAX_GAMMA);
- if (lum_scaled <= 0.5) {
- float l1 = pow(l, 4) * 15;
- lines = pow(lines, 1/sqrt(l1));
- } else {
- float l2 = (l-0.5)*2.0;
- lines = lines * (1-l2) + l2;
- }
-
- //Above code, unbranched, check if it works.
- /* lum_scaled = pow(lum_scaled, SCANLINE_MINMAX_GAMMA);
- float l = lum_scaled; // (already clamped)
- float l1 = pow(l, 4.0) * 15.0;
- float l2 = (l - 0.5) * 2.0;
- float under_05 = pow(lines, 1.0 / sqrt(l1));
- float over_05 = lines * (1.0 - l2) + l2;
- float threshold_05 = step(0.5, l);
- lines = mix(under_05, over_05, threshold_05);
- */
-
-
- //Apply min brightness
- lines = lines * (1-SCANLINE_DARK ) + SCANLINE_DARK ;
-
-
-
- return lines;
-}
-
-float get_clamped_white_reference(vec3 pixel_in){
- float white_reference = max(max(pixel_in.r,pixel_in.g),pixel_in.b);
-// white_reference = min(white_reference,1.0); //Clamp here for both vmask and darklines.
- return white_reference;
-}
-
-
-float global_noise_static = 0.0;
-float global_noise_ambi = 0.0;
-
-
-vec3 pixel_backdrop_image() {
- vec2 backdrop_offset=vec2(BACKDROP_OFFX,BACKDROP_OFFY);
-
- vec2 backdrop_tex_size = textureSize(backdrop, 0);
- float backdrop_lod = log2(backdrop_tex_size.y / global.FinalViewportSize.y);
-
- vec2 backdrop_coords = get_scaled_coords_aspect(
- vOutputCoord+backdrop_offset,
- global.FinalViewportSize,
- backdrop_tex_size.x/backdrop_tex_size.y,
- bool(vIsRotated));
-
- backdrop_coords=zoom(backdrop_coords, BACKDROP_ZOOM);
- return textureLod(backdrop, backdrop_coords, backdrop_lod).rgb;
-}
-
-
-vec4 textureLod_wrap(sampler2D tex, vec2 co, float lod, float wrap_mode) {
- #ifdef ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER
- /*
- // Mirrored repeat, once, useless since is done by default
- if (co.x > 1.0 || co.x < 0.0)
- co.x = 1- mod(co.x, 1.0);
- if (co.y > 1.0 || co.y < 0.0)
- co.y = 1- mod(co.y, 1.0);
- */
-
- if (wrap_mode == 1.0) {
- //Clamp to border, black.
- bool bOutside = (co.x < 0.0 || co.x > 1.0 || co.y < 0.0 || co.y > 1.0 ) ;
- if (bOutside) return vec4(0.0,0.0,0.0,1.0);
- } else if (wrap_mode == 2.0) {
- //Clamp to edge:
- co = clamp(co, 0.00, 1.0);
- } else if (wrap_mode == 3.0) {
- //Repeat no mirror:
- co = mod(co, 1.0);
- }
- #endif
- return textureLod(tex, co, lod);
-}
-
-
-vec3 pixel_alternate(vec3 source, float strength) {
- /*
- vec3 pixel_strobe = pixel_out.rgb * mod(params.FrameCount, 2);
- float max_c = max(pixel_out.r, max(pixel_out.g, pixel_out.b));
- float max_c_adpt = 1 - (max_c * 0.5);
- pixel_out.rgb = mix (pixel_out.rgb, pixel_strobe, ALT_BLANK_STRENGTH * max_c_adpt ) ;
- */
-
- // Emulate the low crt persistance by only drawing odd/even lines
- // on odd/even frames
-
-
-
- float line = vTexCoord.y * params.OutputSize.y;
- vec3 pixel_out = clamp(source, 0.0, 1.0);
- float l_period_half = ALT_BLANK_PERIOD / 2;
-
-
- //Use another alg that affects less dark colors for negative strength values.
- if (strength < 0.0) {
- strength *= -1;
- float max_c = max(pixel_out.r, max(pixel_out.g, pixel_out.b));
- float max_c_adpt = 1 - (max_c * 0.5);
- strength *= max_c_adpt;
- }
-
-
-
-
-
-
- if (mod(float(params.FrameCount),2.0 ) == 1) {
- if (mod(line,ALT_BLANK_PERIOD) > l_period_half) pixel_out=mix(source,vec3(0), strength) ;
- } else {
- if (mod(line,ALT_BLANK_PERIOD) <= l_period_half) pixel_out=mix(source,vec3(0), strength) ;
- }
- return pixel_out;
-}
-
-
-vec3 bezel_color(float lum) {
- //Colorize bezel frame
- vec3 col = vec3(BEZEL_R,BEZEL_G,BEZEL_B) + lum;
- float con_max = 0.5 * BEZEL_CON + 0.5;
- col = scale_to_range_vec3(col, -con_max+1, con_max);
- return clamp(col,0.0,1.0);
-}
-
-
-float fuzzyrect(vec2 uv, vec2 size, float radius, float blur) {
- vec2 hSize = size / 2.0 - radius;
- float d = length(max(abs(uv - vec2(0.5)),hSize)-hSize);
- return smoothstep(-radius-blur, -radius+blur, -d);
-}
-
-float create_ambi_colorize_shade(vec2 co) {
- float blur = AMBI_OVER_BEZEL_SIZE;
- vec2 size = vec2(1.0, 2 - AMBI_OVER_BEZEL_AR_CORRECTION)-blur;
- float radius = 0.0;
-
- return 1 - min ( fuzzyrect(co, size, radius, blur) * 2, 1.0);
-}
-
-
-
-vec2 get_scaled_coords_for_bezel() {
- //This function is here because compiler gets mad if i calc coords_for_bezel
- //outside the main branch "if DO_BEZEL then compose_bezel_over"
- //performances falls down for no apparent reason.
- //But still, i need to access it twice in the code.
- //So this is a function that ensures me that i always calc it the same way.
-
- vec2 co = vTexCoord;
-
- co = zoomout_coords(co, -BEZEL_FRAME_ZOOM, 1.0);
- co.y = zoom1D(co.y, BEZEL_ASPECT_CORRECTION);
-
- if (DO_TILT == 1.0)
- return tilt(co, vIsRotated, vec2(TILT_X, TILT_Y) * TILT_BEZEL_K);
- else
- return co;
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-vec4 fn_pixel_fgbg_image(sampler2D smp) {
- vec2 fg_image_offset=vec2(BG_IMAGE_OFFX,BG_IMAGE_OFFY);
- vec2 tex_size = textureSize(smp, 0); // * BG_ZOOM;
- float bg_over_lod = log2(tex_size.y / global.FinalViewportSize.y);
-
- if (BG_IMAGE_ROTATION > 0.0 || ( BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) ) tex_size.xy = tex_size.yx;
-
- vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + fg_image_offset, global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated));
-
- if (BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) {
- //handle automatic rotation of bg image for rotated games
- back_coords.xy = back_coords.yx;
- back_coords.y = 1 - back_coords.y;
- } else if (BG_IMAGE_ROTATION > 0.0) {
- //rotate as user prefs
- back_coords.xy = back_coords.yx;
- if (BG_IMAGE_ROTATION == 1.0) back_coords.y = 1 - back_coords.y;
- if (BG_IMAGE_ROTATION == 2.0) back_coords.x = 1 - back_coords.x;
- }
- back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
- vec4 pixel_bgover = textureLod_wrap(smp, back_coords, bg_over_lod, BG_IMAGE_WRAP_MODE);
- return pixel_bgover;
-}
-
-
-
-vec3 ambi_blend_image(vec4 image, vec3 ambi) {
- //mix or add ambient light with image, also allow force colorization in add mode.
- if (DO_AMBILIGHT == 0.0) return image.rgb;
-
- // Fake a transparent image when force colorization is requested
- // So that we can use the same code used for alpha blend.
- // Also multiply AMBI_BG_IMAGE_FORCE * AMBI_BG_IMAGE_BLEND_MODE to skip
- // force colorization when mode blend mode is not "ADD".
- float image_alpha_adapted = image.a - (AMBI_BG_IMAGE_FORCE * AMBI_BG_IMAGE_BLEND_MODE);
-
- image.rgb = (AMBI_BG_IMAGE_BLEND_MODE == 0.0) ?
- mix(ambi.rgb, image.rgb, image_alpha_adapted)
- :
- image.rgb + (ambi.rgb * (1 - image_alpha_adapted));
-
- return image.rgb;
-}
-
-float gaussian_coefficient(float x, float sigma) {
- //restituisce un coefficiente gaussiano per x compreso tra 0 ed 1
- float coefficient = 1.0 / sqrt(2.0 * 3.14159265358979323846 * sigma);
- float exponent = -((x * x) / (2.0 * sigma));
- return coefficient * exp(exponent);
-}
-
-vec3 boxed_blur_x(sampler2D tex, vec2 co, float box_size, vec4 output_size) {
- /* blur tex in boxes of width box_size.
- eg: box_size=4:
- in: [abcd][edgh][ijkl]...
- out [AVG1][AVG2][AVG3]
- were AVG is a gaussian blur applied to each 4 elements separately.
- */
-
- //The current pixel, x:
- float x = co.x/output_size.z;
- //The group x belongs to, g:
- float g = ceil(x/box_size);
- //The first element of the group, x0
- float x0 = box_size * (g-1);
-
- //Init output color:
- vec3 c = vec3(0.0);
-
- //We want a dumb arithmetic average?
- #define BOXB_DUMB 0.0
- //blurriness of output
- #define BOXB_SIGMA 0.5
-
- //Iterate for every pixel in group:
- for (float xn = x0; xn < x0 + box_size; xn++) {
- //Normalize interval to 0..1 to get gauss coefficients afterwards
- float xn_normalizzato = normalize_range(xn, x0, x0 + (box_size-1));
-
- //Get gauss coefficient
- float coefficient = 1.0;
- if (BOXB_DUMB == 0.0)
- coefficient = gaussian_coefficient(xn_normalizzato, BOXB_SIGMA);
- else
- coefficient = 1.0;
-
- //Translate integer element to offset in 0..1 range:
- float off = params.OutputSize.z*xn;
- c = c + texture(tex, vec2(off,co.y) ).rgb * coefficient ;
- }
- //reduce gain (why on earth is needed for gauss?):
- if (BOXB_DUMB == 1.0)
- c = c/box_size;
- else
- c = c/(box_size * 0.4);
- return c;
-}
-
-
-vec3 fn_pixel_content(vec2 coords) {
- vec3 pixel_in;
- vec3 pixel_glowed;
- vec3 pixel_bleed; //pixel_bleed is the color that will bleed over scanline gap.
- //Used for SCANLINES_BLEEDING parameter only
-
- if (DO_IN_GLOW == 1.0) {
- pixel_glowed = texture(in_glow_pass,coords).rgb;
- pixel_in = pixel_glowed;
- } else {
- pixel_in = texture(shift_and_bleed_pass,coords).rgb ;
- }
-
-
- //pixel_in = boxed_blur_x(shift_and_bleed_pass, coords, params.OutputSize.x / params.OriginalSize.y, params.OutputSize);
-
- pixel_bleed = pixel_in;
-
- vec3 pixel_out = pixel_in;
- float white_reference;
-
- if (VMASK_OVERWHITE+DRKLN_OVERWHITE < 2.0 ) {
- white_reference = get_clamped_white_reference(pixel_in);
- }
-
- //Mask and darklines:
- if (DO_VMASK_AND_DARKLINES == 1.0 ) {
- vec3 pixel_in_compensated = pixel_in;
-
- pixel_in_compensated = pixel_push_luminance(pixel_in, RGB_MASK_STRENGTH * MASK_COMPENSATION);
-
- if (RGB_MASK_STRENGTH > 0.0) {
- //Use RGB pattern or exploit RGB layout with green and magenta?
- if (VMASK_USE_GM < 1.0)
- pixel_out = pixel_vmask(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
- else
- pixel_out = pixel_vmask_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
- //Tried to unbranch to no avail (worse performances)
- //pixel_out = pixel_vmask_and_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
- }
-
- pixel_out = pixel_push_luminance(pixel_out, DARKLINES_STRENGTH * (1.0/DARKLINES_PERIOD) * MASK_COMPENSATION);
-
- //Screen lines (slotmask aperture grille)
- if ( DARKLINES_STRENGTH > 0.0 ) {
- float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
- pixel_out = pixel_darklines(pixel_out, DARKLINES_PERIOD, MYDARKLINES_TRANSPARENCY, DARKLINES_VOFFSET, white_reference, DRKLN_OVERWHITE, coords);
- }
-
- }
-
-
- float scanline_or_dot_mat = 1.0; //init dot grid or scanline mask to 1.0
-
- //Dot mask
- if (DO_DOT_MATRIX == 1.0) {
- vec4 pixel_grid_mask = fn_pixel_dotmat(coords, pixel_out);
- //grid mask only is needed by halo to selectively light the grid.
- scanline_or_dot_mat = pixel_grid_mask.a;
- //rgb channel goes to pixel_out
- pixel_out = pixel_grid_mask.rgb;
- }
-
- //Scanlines (non-flickering)
- if ( DO_SCANLINES == 1.0 ) {
- //Obtain a scanlined screen by multiplying the scanline mask and the pixel color.
-
- float lum = max(max(pixel_out.r, pixel_out.g), pixel_out.b);
-
- //The maximum possible brightness of the input color modified by glow,contrast and brightness.
- float scanline_mask = fn_scanline_mask(coords, SCANLINE_SM_TYPE > 0.0, lum, 0.0, vMax_inLum, vDo_Tate );
- pixel_out = min(pixel_out, 1.0) * ( scanline_mask + ( pixel_bleed * SCANLINES_BLEEDING * ( 1 - scanline_mask ) ));
- //Since scanlines and dot matrix are alternative and halo can white both, just use a single var for both:
- scanline_or_dot_mat = scanline_mask;
- }
-
-
- //Halo
- vec3 pixel_haloed = vec3(0.0);;
-
- if (DO_HALO == 1.0 ) {
- pixel_haloed = texture(halo_pass,coords).rgb;
- //Halo only on scanlines:
- pixel_out += pixel_haloed * scanline_or_dot_mat ;
- //Halo over scanlines gap too:
- pixel_out += pixel_haloed * (HALO_VS_SCAN) * (1 - scanline_or_dot_mat) ;
-
- }
-
- // Apply gamma out:
- if (DO_CCORRECTION == 1.0)
- pixel_out = pow(max(pixel_out, vec3(0.0)),vec3(GAMMA_OUT));
-
- //Bloom
- if (DO_BLOOM == 1.0 ) {
- vec3 bloomed=texture(bloom_pass_final, coords).rgb ;
- pixel_out = bloomed + float(BLOOM_BYPASS < 0.5) * pixel_out;
- }
-
- //Vignette
- if (DO_VIGNETTE == 1.0) {
- float dist = length(vec2((coords.x-0.5)*vIn_aspect, coords.y-0.5));
- float vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER;
- pixel_out = pixel_out * vignette + global_noise_static;
- }
-
- //Spot
- if (DO_SPOT == 1.0) {
- float dist = length(vec2((coords.x-0.5)*vIn_aspect, coords.y-0.5)+spot_offset);
- float spot = smoothstep(S_SIZE,0.0,dist)*S_POWER;
- pixel_out = pixel_out + spot + (global_noise_static * (1 - DO_VIGNETTE));
- }
-
- //Black frame insertion, made static, enable it in config.inc.
- #ifdef ALLOW_ALT_BLANK
- if (DO_ALT_BLANK == 1.0 ) {
- pixel_out.rgb = pixel_alternate(pixel_out.rgb, ALT_BLANK_STRENGTH );
- //pixel_out.rgb += vec3(random_fast(ALT_BLANK_STRENGTH, vTexCoord * mod(params.FrameCount, 2) ));
- }
- #endif
-
- return pixel_out;
-}
-
-
-vec4 fn_pixel_bezel(vec2 coords_for_bezel, vec2 coords_for_mirror, float nightify_str) {
-
- //Can we skip Blank outside border and inner blank tube?
- vec4 inner_blank_rect = vec4(1-BEZEL_TUBE_BLANK_SIZE, 1-BEZEL_TUBE_BLANK_SIZE, BEZEL_TUBE_BLANK_SIZE, BEZEL_TUBE_BLANK_SIZE);
- if (is_first_outside_rect(coords_for_bezel, RECT01) ||
- is_first_inside_rect(coords_for_bezel, inner_blank_rect)
- ) return vec4(0.0);
-
- vec4 bezel_in;
-
- //Sample main bezel texture:
- #ifndef BEZEL_RES
- vec2 bezel_lut_size = textureSize(monitor_body_curved, 0); //no need to branch here if we assume straight and curved textures are the same size. //FIXME?
- #else
- vec2 bezel_lut_size = BEZEL_RES;
- #endif
- float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y);
-
- if (BEZEL_USE_STRAIGHT < 0.5)
- bezel_in = textureLod(monitor_body_curved,coords_for_bezel,bezel_frame_lod);
- else
- bezel_in = textureLod(monitor_body_straight,coords_for_bezel,bezel_frame_lod);
-
-
- //Exit if the bezel is completely transparent (the tube)
- if (bezel_in.a == 0.0) return vec4(0.0);
-
- //Colorize the bezel (bezel.r expresses the luminance)
- vec3 bezel_out = bezel_color(bezel_in.r);
- bezel_out.rgb = fn_pixel_nightify(bezel_out.rgb, nightify_str );
-
- float lut_specular = bezel_in.g * BEZEL_SPCL_STRENGTH;
- float reflection_modifier = 0.0;
-
- //Reflections, can be skipped if blue channel is 0:
- if (bezel_in.b > 0.0) {
- //Reflections: Calculate the bezel roughness to apply to the reflecting area. (bezel_in.g expresses the specularity)
- float roughness = random_fast( 1/1080.0 * BEZEL_ROUGHNESS, vTexCoord );
- roughness *= (1 - min(lut_specular * 10, 1.0)); // <-roughness over specular area looks bad.
-
- //Reflections:
- reflection_modifier = bezel_in.b; //bezel_in.b expresses how much the area is reflective
-
- //Sample the reflection pass with small offset to simulate the roughness
- vec4 pixel_mirrored = texture(reflected_blurred_pass, coords_for_mirror + roughness);
- float fcorners_shade = 1 - corners_shade(coords_for_bezel, 1.0) * BEZEL_CORNER_DARK;
-
- //Show less reflections in the corners
- pixel_mirrored.rgb *= fcorners_shade;
-
- //Push it over the specular areas and apply the reflection modifier
- pixel_mirrored.rgb = pixel_mirrored.rgb * (1 + lut_specular);
-
- //Apply reflections
- bezel_out += (pixel_mirrored.rgb * reflection_modifier);
- }
-
- //Mix ambient light over bezel? (branching this is worse)
- vec3 ambitemporalpass = texture(ambi_temporal_pass, vOutputCoord ).rgb;
- ambitemporalpass = max(ambitemporalpass, 0.0); //<-- antiglitch. Needed to avoid undefined variable on vulkan.
- vec3 pixel_ambilight = DO_AMBILIGHT * ( ambitemporalpass + global_noise_ambi);
-
- //Create a shaded box to apply ambilight on external borders only
- float ambi_colorize_shade = create_ambi_colorize_shade(coords_for_bezel);
- bezel_out = bezel_out + (AMBI_OVER_BEZEL * pixel_ambilight * bezel_in.a * ambi_colorize_shade * (1-reflection_modifier));
-
- //Diffuse the light over specular areas, we use a mipmap with low precision.
- if (lut_specular > 0.0) {
- vec4 pixel_avglum = texture(avglum_pass, coords_for_mirror);
- bezel_out = bezel_out + (pixel_avglum.rgb * lut_specular) ;
- }
-
- return vec4(bezel_out, bezel_in.a);
-}
-
-
-void main() {
- vec3 pixel_out = vec3(0.0);
-
- float canvas_busy = 0.0; //<-- this allow for paint over not painted areas (spares gpu cycles)
-
- //Calc a random noise if we need debanding
- if (DO_VIGNETTE + DO_SPOT + DO_AMBILIGHT >0.0) {
- //Generate random noise.
- //global_noise = random(NOISEPOWER, vTexCoord * vDynamicSeed);
- //global_noise_ambi = global_noise * NOISEPOWER_AMBI_MUL;
-
- //The following are faster versions, the dynamic one needs a seed that changes over time
- //Calculated in Vertex shader for speed.
- global_noise_ambi = random_fast(NOISEPOWER * NOISEPOWER_AMBI_MUL, vTexCoord * vDynamicSeed );
- global_noise_static = random_fast(NOISEPOWER, vTexCoord);
- }
-
-
- //Initial content coords
- vec2 co_content = vTexCoord;
-
- //Tilt?
- if (DO_TILT == 1.0)
- co_content = tilt(co_content, vIsRotated, vec2(TILT_X, TILT_Y));
-
-
- //Precalc Bezel coords, since it modifies content coords.
- vec2 co_bezel = vec2(0.0);
- if (DO_BEZEL == 1.0) {
- co_content = zoomout_coords(co_content, -vBEZEL_INNER_ZOOM_adapted , 1.0);
- co_bezel = get_scaled_coords_for_bezel();
- }
-
-
- //Curvature
- //Curvature has to come after inner zoom or bezel curved border will not match content
- //curved border when inner zoom changes.
- if (DO_CURVATURE == 1.0 && ((GEOM_WARP_X != 0.0) || (GEOM_WARP_Y != 0.0))) {
- co_content = Warp_fast(co_content, vWarp_vexp, vWarp_arg2, GEOM_CUT_EARS);
- }
-
- //Mirror coords needs to be calculated here, before geom override, but after curvature.
- //It is still not perfect but a reasonable tradeoff by now.
- vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM);
-
- //Apply other content coords modifiers
- if (DO_GAME_GEOM_OVERRIDE == 1.0)
- co_content = content_geom_override(co_content, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
-
- if (DO_DYNZOOM == 1.0)
- co_content = zoom(co_content, get_dyn_zoom(avglum_pass) );
-
-
- //Create an alpha mask to write content into, it holds opacity info that will be used to compose.:
- if (DO_CURVATURE == 1.0) {
- canvas_busy = fn_border(co_content);
- } else {
- canvas_busy = float(is_first_inside_rect(co_content, RECT01)); //FIXME: is step() faster?
- }
-
-
- //Draw content only over the alpha mask, spare gpu cycles.
- if (canvas_busy > 0.0)
- pixel_out = fn_pixel_content(co_content) * canvas_busy;
-
-
- //Draw Bezel
- vec4 pixel_bezel;
- //SKIP LOGIC is inside fn_pixel_bezel
- if (DO_BEZEL == 1.0) {
- pixel_bezel = fn_pixel_bezel(co_bezel, co_mirror, BG_IMAGE_NIGHTIFY);
- //If we used a smooth_border, canvas_busy is it, but since the content is in the bezel,
- //we can safely use it to smooth/darken the game border
- pixel_out *= canvas_busy;
- pixel_out = mix(pixel_out, pixel_bezel.rgb, pixel_bezel.a);
-
- //Update alpha mask.
- //We can't use the bezel alpha channel to update the alpha mask since it is transparent รน
- //on the tube and we don't want to paint anything there, so use a dumb rect and add it to canvas_busy:
- float rect_bezel = float(is_first_inside_rect(co_bezel, vec4(BEZEL_SHADOW_SIZE, BEZEL_SHADOW_SIZE, 1.0 - BEZEL_SHADOW_SIZE, 1.0 - BEZEL_SHADOW_SIZE)));
- canvas_busy = max(pixel_bezel.a, rect_bezel);
- //FragColor = vec4(canvas_busy); return; // <- uncomment to debug BEZEL_SHADOW_SIZE
- }
-
-
- //The following funcs have to paint in the outer border
- vec3 pixel_ambi = vec3(0.0);
- vec3 pixel_under_content = vec3(0.0);
- if ( canvas_busy < 1.0) {
-
- //Ambient light
- if (DO_AMBILIGHT == 1.0) {
- vec2 co_ambi = vOutputCoord;
- pixel_ambi = texture(ambi_temporal_pass, co_ambi).rgb;
- pixel_ambi += global_noise_ambi * (20 * (3.0-(pixel_ambi.r+pixel_ambi.g+pixel_ambi.b))) ;
- pixel_under_content = pixel_ambi;
- }
-
- //Background image:
- if (DO_BG_IMAGE == 1.0 && BG_IMAGE_OVER == 0.0) {
- vec4 pixel_bg_image = fn_pixel_fgbg_image(bg_under);
- pixel_bg_image.rgb = fn_pixel_nightify(pixel_bg_image.rgb, BG_IMAGE_NIGHTIFY );
- pixel_bg_image.rgb = ambi_blend_image(pixel_bg_image, pixel_ambi);
- pixel_under_content = pixel_bg_image.rgb;
- }
-
- }
-
-
- //Smooth the image corners: canvas_busy (the alpha mask) is a white rect with shaded borders.
- pixel_out = mix (pixel_under_content, pixel_out, canvas_busy);
-
-
- //Backdrop
- if (DO_BACKDROP == 1.0)
- pixel_out += pixel_backdrop_image();
-
-
- //Foreground image
- if (DO_BG_IMAGE + BG_IMAGE_OVER == 2.0) {
- vec4 pixel_fg_image = fn_pixel_fgbg_image(bg_over);
- pixel_fg_image.rgb = fn_pixel_nightify(pixel_fg_image.rgb, BG_IMAGE_NIGHTIFY );
-
- pixel_out = mix(pixel_out, pixel_fg_image.rgb, pixel_fg_image.a);
-
- if (DO_AMBILIGHT + AMBI_BG_IMAGE_BLEND_MODE == 2.0) {
- vec3 pixel_ambi_local = texture(ambi_temporal_pass, vOutputCoord ).rgb;
- pixel_ambi_local = DO_AMBILIGHT * (pixel_ambi_local + global_noise_ambi);
- pixel_ambi_local = max(pixel_ambi_local, 0.0); //<-- antiglitch. Needed to avoid undefined variable on vulkan.
- float ambi_mask = create_ambi_colorize_shade(co_bezel);
- float fg_image_alpha_adapted = max(pixel_fg_image.a - AMBI_BG_IMAGE_FORCE, 0.0);
- pixel_out = pixel_out + (pixel_ambi_local.rgb * (ambi_mask) * (1- fg_image_alpha_adapted));
- }
- }
-
-
-
- //For debug purposes:
- //quad split screen
- //if ( (vOutputCoord.x < 0.5 && vOutputCoord.y > 0.5) || (vOutputCoord.x > 0.5 && vOutputCoord.y < 0.5) ) pixel_out = texture(flick_and_noise_pass,vOutputCoord).rgb;
- //split screen
- //if (vTexCoord.y < 0.5) pixel_out = texture(flick_and_noise_pass,vTexCoord).rgb;
- //pixel_out = texture(reflected_blurred_pass, vTexCoord).rgb;
-
-
- FragColor = vec4(pixel_out, 1.0);
-
- //FragColor = vec4(texture( reflected_blurred_pass, co_mirror).a);
-
-}
-
diff --git a/bezel/koko-aio/shaders/halo_x.slang b/bezel/koko-aio/shaders/halo_x.slang
deleted file mode 100644
index 9c740de..0000000
--- a/bezel/koko-aio/shaders/halo_x.slang
+++ /dev/null
@@ -1,54 +0,0 @@
-#version 450
-#include "config.inc"
-
-#pragma stage vertex
-layout(location = 0) in vec4 Position;
-layout(location = 1) in vec2 TexCoord;
-layout(location = 0) out vec2 vTexCoord;
-layout(location = 1) out float vHALO_W;
-layout(location = 2) out vec3 vHALO_GAMMA;
-
-
-void main() {
- gl_Position = global.MVP * Position;
- vTexCoord = TexCoord;
- vHALO_W = HALO_W / NEW_SCALEMOD_X; //Make it resolution independent.
- vHALO_GAMMA = vec3(HALO_GAMMA);
-}
-
-#pragma stage fragment
-layout(location = 0) in vec2 vTexCoord;
-layout(location = 1) in float vHALO_W;
-layout(location = 2) in vec3 vHALO_GAMMA;
-layout(location = 0) out vec4 FragColor;
-
-layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
-layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
-
-#include "includes/functions.include.slang"
-
-void main() {
- if (DO_HALO == 0.0 ) return;
-
- //Pass the right texture unchanged for tighter blurs:
- if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) {
- if (DO_IN_GLOW == 1.0)
- FragColor = texture(in_glow_pass, vTexCoord);
- else
- FragColor = texture(shift_and_bleed_pass, vTexCoord);
-
- return;
- }
-
- vec3 pixel_haloed;
- if (DO_IN_GLOW == 1.0) {
- //pixel_haloed = blur9_x(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W);
-
- pixel_haloed = blur9_x_gamma(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
- }
- else {
- pixel_haloed = blur9_x_gamma(shift_and_bleed_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
- }
-
- FragColor = vec4(pixel_haloed.rgb, 1.0);
-}
diff --git a/bezel/koko-aio/shaders/halo_y.slang b/bezel/koko-aio/shaders/halo_y.slang
deleted file mode 100644
index 0b12908..0000000
--- a/bezel/koko-aio/shaders/halo_y.slang
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 450
-#include "config.inc"
-
-#pragma stage vertex
-layout(location = 0) in vec4 Position;
-layout(location = 1) in vec2 TexCoord;
-layout(location = 0) out vec2 vTexCoord;
-layout(location = 1) out float vHALO_H;
-
-
-void main() {
- gl_Position = global.MVP * Position;
- vTexCoord = TexCoord;
- vHALO_H = HALO_H / NEW_SCALEMOD_Y; //Make it resolution independent.
-}
-
-#pragma stage fragment
-layout(location = 0) in vec2 vTexCoord;
-layout(location = 1) in float vHALO_H;
-layout(location = 0) out vec4 FragColor;
-layout(set = 0, binding = 2) uniform sampler2D Source;
-
-#include "includes/functions.include.slang"
-
-
-void main() {
- if (DO_HALO == 0.0 ) return;
-
- vec3 pixel_haloed;
-
- //apply just gamma and power for tighter blurs and exit:
- if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) {
- FragColor = vec4( glow_dumb(Source, HALO_POWER, HALO_GAMMA, vTexCoord), 1.0);
- return;
- }
-
- pixel_haloed = blur9_y(Source, vTexCoord, global.flick_and_noise_passSize.xy, vHALO_H) * HALO_POWER;
- FragColor = vec4(pixel_haloed.rgb,1.0);
-
-
-}
diff --git a/bezel/koko-aio/shaders/in_glow_x.slang b/bezel/koko-aio/shaders/in_glow_x.slang
deleted file mode 100644
index 0ed786c..0000000
--- a/bezel/koko-aio/shaders/in_glow_x.slang
+++ /dev/null
@@ -1,67 +0,0 @@
-#version 450
-#include "config.inc"
-
-#pragma stage vertex
-layout(location = 0) in vec4 Position;
-layout(location = 1) in vec2 TexCoord;
-layout(location = 0) out vec2 vTexCoord;
-
-void main() {
- gl_Position = global.MVP * Position;
- vTexCoord = TexCoord ;
-}
-
-
-#pragma stage fragment
-
-layout(location = 0) in vec2 vTexCoord;
-layout(location = 0) out vec4 FragColor;
-
-layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
-
-
-#include "includes/functions.include.slang"
-
-void main() {
- if (DO_IN_GLOW == 0.0) return;
-
- //Don't do anything if IN_GLOW_W and IN_GLOW_H are over the upper limit
- if (IN_GLOW_W >= GLOW_SHARP_MAX && IN_GLOW_H >= GLOW_SHARP_MAX) {
- return;
- }
-
- float IN_GLOW_W_ADAPTED;
- //Auto calc glow sharpness via IN_GLOW_SPREAD
- if (IN_GLOW_W <= 0.00001)
- IN_GLOW_W_ADAPTED = IN_GLOW_SPREAD * IN_GLOW_SHARPNESS_SPREAD_RATIO_W;
-
-
- //Here lies the blur modifier from ntsc pass to glow.
- //I'm not expecting any performance hit,
- //since the lookup should have been cached already or will serve so.
- float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
-
- //apply an optional gain to artifacts
- ntsc_artifacts = ntsc_artifacts * IN_GLOW_NTSC_ARTF_MULT;
- //then apply the minimum treshold and scale them to input sharpness so that they can always blur to max.
- ntsc_artifacts = smoothstep(IN_GLOW_NTSC_ARTF_TRSH, 1.0, ntsc_artifacts * IN_GLOW_NTSC_ARTF_MULT) * IN_GLOW_W;
-
-
-
- //finally "subtract" them to the configured sharpness (-> more blur)
- IN_GLOW_W_ADAPTED = IN_GLOW_W - ntsc_artifacts;
-
- //don't allow lower values that look bad:
- IN_GLOW_W_ADAPTED = max(IN_GLOW_W_ADAPTED, MIN_IN_GLOW_SHARP);
-
- //Make it resolution independent.
- IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED / NEW_SCALEMOD_X;
-
- FragColor = vec4( blur9_x(shift_and_bleed_pass, vTexCoord, global.flick_and_noise_passSize.xy, IN_GLOW_W_ADAPTED), 1.0);
-
- //To debug ntsc artifacts mask:
- if (IN_GLOW_SHOW_ARTF_MASK > 0.5)
- FragColor = vec4(ntsc_artifacts);
-
-}
-
diff --git a/bezel/koko-aio/shaders/in_glow_y.slang b/bezel/koko-aio/shaders/in_glow_y.slang
deleted file mode 100644
index 5a5e7d3..0000000
--- a/bezel/koko-aio/shaders/in_glow_y.slang
+++ /dev/null
@@ -1,121 +0,0 @@
-#version 450
-#include "config.inc"
-
-#pragma stage vertex
-layout(location = 0) in vec4 Position;
-layout(location = 1) in vec2 TexCoord;
-layout(location = 0) out vec2 vTexCoord;
-layout(location = 1) out float vIN_GLOW_H;
-
-void main() {
- gl_Position = global.MVP * Position;
- vTexCoord = TexCoord ;
-
- float IN_GLOW_H_ADAPTED = IN_GLOW_H;
-
- //Auto calc glow sharpness via IN_GLOW_SPREAD
- if (IN_GLOW_H <= 0.00001)
- IN_GLOW_H_ADAPTED = IN_GLOW_SPREAD * IN_GLOW_SHARPNESS_SPREAD_RATIO_H;
-
- //don't allow lower values that look bad:
- IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP);
-
- vIN_GLOW_H = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y; //Make it resolution independent.
-}
-
-
-#pragma stage fragment
-
-layout(location = 0) in vec2 vTexCoord;
-layout(location = 1) in float vIN_GLOW_H;
-layout(location = 0) out vec4 FragColor;
-layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
-layout(set = 0, binding = 6) uniform sampler2D Source;
-
-
-
-#include "includes/functions.include.slang"
-
-vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
- vec3 pixel_source = texture(source_tex, co).rgb;
- // Since I moved from one pass blur for glow to 2 passes (x,y), I've had to
- // move the pow to IN_GLOW_GAMMA in the previous pass, so pow-ering it
- // again here, is not needed.
- // pixel_source = pow(pixel_source,vec3(IN_GLOW_GAMMA)) * IN_GLOW_POWER;
- pixel_source = pixel_source * IN_GLOW_POWER;
-
- vec3 glow_light = pixel_glowed - pixel_source;
-
- glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0);
-
- /* powering glow_light is fine when not dealing with scanline minimum thickness,
- * but when the scanline shape gets smaller, it kinda produces a visive
- * pow(x,2) by its own; in that case powering glow_light make things worse.
- * It makes sense, because we are emulating the light spread twice.
- * FIXME: How to deal with this?
- */
-
- //glow_light = pow(glow_light, vec3(2.0));
-
-
-
- vec3 proper_glow = glow_light * glow_light + pixel_source;
- return mix(proper_glow, pixel_glowed, max(0.0, bias));
-
-}
-
-/*
-vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
- //Create a dilated and an eroded image, then mix between them via the blurred color.
-
- vec3 pixel_source = texture(source_tex, co).rgb;
- pixel_source = pixel_source * IN_GLOW_POWER;
-
- vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0);
-
- vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0);
- vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0);
-
- vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ;
-
- vec3 pixel_dilated = pixel_source + glow_light ;
- vec3 pixel_eroded = pixel_source - pixel_dark ;
-
-
- //Dilate or erode depending on blurred brightness:
- vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed);
-
- //Unsharp mask:
- float sharpamt = 0.5;
- pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt);
- pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt);
-
-
- return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias));
- //return mix(pixel_out, pixel_glowed, max(0.0, bias));
-
-}
-*/
-
-void main() {
- if (DO_IN_GLOW == 0.0) return;
-
- vec3 pixel_glowed;
- //apply just gamma and power for tighter blurs and exit:
- if (IN_GLOW_W >= GLOW_SHARP_MAX && IN_GLOW_H >= GLOW_SHARP_MAX) {
- pixel_glowed = texture(shift_and_bleed_pass,vTexCoord).rgb * IN_GLOW_POWER; //(Source, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord) ;
- } else {
- pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, vIN_GLOW_H) * IN_GLOW_POWER;
- if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX &&
- (IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) &&
- (IN_GLOW_SHOW_ARTF_MASK < 0.5) ) {
- pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
- //pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
- }
- }
-
-
- FragColor = vec4(pixel_glowed,1.0);
-
-}
-
diff --git a/bezel/koko-aio/textures/background_over.png b/bezel/koko-aio/textures/background_over.png
index 964265d..9389866 100644
Binary files a/bezel/koko-aio/textures/background_over.png and b/bezel/koko-aio/textures/background_over.png differ
diff --git a/bezel/koko-aio/textures/note.android.txt b/bezel/koko-aio/textures/note.android.txt
new file mode 100644
index 0000000..d08ec48
--- /dev/null
+++ b/bezel/koko-aio/textures/note.android.txt
@@ -0,0 +1,3 @@
+I'm using jpg as a bg image to keep size low.
+RA on android has an issue with jpg loading, but fortunately i found a workaround (pushing black levels):
+https://github.com/libretro/RetroArch/issues/15337
diff --git a/bezel/koko-aio/textures/overlays/gamegear.jpg b/bezel/koko-aio/textures/overlays/gamegear.jpg
new file mode 100644
index 0000000..8fc383d
Binary files /dev/null and b/bezel/koko-aio/textures/overlays/gamegear.jpg differ
diff --git a/bezel/koko-aio/textures/overlays/gba.jpg b/bezel/koko-aio/textures/overlays/gba.jpg
new file mode 100644
index 0000000..b0fb91f
Binary files /dev/null and b/bezel/koko-aio/textures/overlays/gba.jpg differ
diff --git a/bezel/koko-aio/textures/overlays/gbm.jpg b/bezel/koko-aio/textures/overlays/gbm.jpg
new file mode 100644
index 0000000..46bd66f
Binary files /dev/null and b/bezel/koko-aio/textures/overlays/gbm.jpg differ
diff --git a/bezel/koko-aio/textures/overlays/gbp.LICENSE.txt b/bezel/koko-aio/textures/overlays/gbp.LICENSE.txt
new file mode 100644
index 0000000..86cd328
--- /dev/null
+++ b/bezel/koko-aio/textures/overlays/gbp.LICENSE.txt
@@ -0,0 +1,4 @@
+fezz - Photography by fezz
+ CC BY-SA 3.0
+ File:Gameboy Pocket.jpg
+
diff --git a/bezel/koko-aio/textures/overlays/gbp.jpg b/bezel/koko-aio/textures/overlays/gbp.jpg
new file mode 100644
index 0000000..57f0c6c
Binary files /dev/null and b/bezel/koko-aio/textures/overlays/gbp.jpg differ
diff --git a/bezel/koko-aio/textures/overlays/note.android.txt b/bezel/koko-aio/textures/overlays/note.android.txt
new file mode 100644
index 0000000..41977c4
--- /dev/null
+++ b/bezel/koko-aio/textures/overlays/note.android.txt
@@ -0,0 +1,3 @@
+I'm using jpg as a bg image to keep size low.
+RA on android has an issue with jpg loading, but fortunately i found a workaround:
+https://github.com/libretro/RetroArch/issues/15337