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" +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" +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" +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" +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" +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" +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" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +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" +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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+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 = "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" +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" +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-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" +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" 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"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 = 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"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-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" +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" 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"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 = "0.300000" +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" 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"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" +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.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" +float_framebuffer0 = "false" +srgb_framebuffer0 = "false" +scale_type_x0 = "source" +scale_x0 = "1.000000" +scale_type_y0 = "source" +scale_y0 = "1.000000" +shader1 = 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"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" 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"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 = "-0.522000" +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" +AMBI_STEPS = "5.000000" +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" +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" 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"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" 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= "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" +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 = "-0.115000" +BEZEL_G = "-0.115000" +BEZEL_B = "-0.115000" +BEZEL_CON = "4.000000" +BEZEL_REFL_STRENGTH = "1.000000" +BEZEL_RFL_BLR_SHD = "1.000000" +BEZEL_ROUGHNESS = "1.300000" +BEZEL_DIFFUSION_STR = "0.500000" +BEZEL_SPCL_STRENGTH = "0.800000" +BEZEL_CORNER_DARK = "0.000000" +DO_BG_IMAGE = "1.000000" +BG_IMAGE_NIGHTIFY = "0.700000" +AMBI_STEPS = "5.000000" +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 = "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-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" +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" 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"../../../../../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" 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+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_BG_IMAGE = "1.000000" +AMBI_STEPS = "5.000000" +AMBI_FALLOFF = "0.600000" +AMBI_POWER = "2.100000" +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" 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"../../../../../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" +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" 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"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" 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+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_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" 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+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" +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" +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" +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" 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= "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" +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/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" +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" +LUMINANCE = "0.100000" +TEMPERATURE = "7000.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.500000" +DO_FXAA = "1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "0.500000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_SHARPNESS = "6.000000" +HALO_GAMMA = "1.400000" +HALO_VS_SCAN = "1.000000" +BLOOM_MIX = "0.250000" +DO_CURVATURE = "1.000000" +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" +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" +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" 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"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" 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"20.000000" +DO_IN_GLOW = "1.000000" +IN_GLOW_SPREAD = "2.000000" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "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" +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_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_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/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" +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 = "1.500000" +LUMINANCE = "0.100000" +BRIGHTNESS = "0.050000" +CONTRAST = "0.050000" +TEMPERATURE = "7000.000000" +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_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_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_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/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" +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" 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"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_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_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" 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b/bezel/koko-aio/bak/Presets-4.1/tv-NTSC-1.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 = 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"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" 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= "1.000000" +IN_GLOW_SPREAD = "2.000000" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "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_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_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/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" +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" 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+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" +BRIGHTNESS = "0.050000" +CONTRAST = "0.050000" +TEMPERATURE = "7500.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.530000" +SATURATION = "1.200000" +DO_RF_NOISE = "1.000000" +RF_NOISE_STRENGTH = "0.025000" +DO_SAT_BLEED = "1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "1.750000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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_SPREAD = "2.000000" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_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" +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/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" +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" 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+GEOM_CORNER_SMOOTH = "400.000000" +DO_BEZEL = "1.000000" +BEZEL_INNER_ZOOM = "-0.175000" +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" +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" 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"../../../../../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" 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"2.000000" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_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" +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.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" +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" 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"../../../../../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 = "0.100000" +TEMPERATURE = "7000.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.500000" +DO_FXAA = "1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "0.500000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_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" +BEZEL_INNER_ZOOM = "-0.160000" +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/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" +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" 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"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 = "0.100000" +TEMPERATURE = "7000.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.500000" +DO_FXAA = "1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "0.500000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_SHARPNESS = "6.000000" +HALO_GAMMA = "1.400000" +HALO_VS_SCAN = "1.000000" +BLOOM_MIX = "0.250000" +DO_CURVATURE = "1.000000" +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" +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" +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" 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+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 = "1.600000" +LUMINANCE = "0.100000" +TEMPERATURE = "7200.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.560000" +DO_FXAA = "1.000000" +RF_NOISE_STRENGTH = "0.025000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "1.750000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +DO_SHIFT_RGB = "1.000000" +OFFSET_STRENGTH = "1.000000" +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 = "1.600000" +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_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 = "-0.175000" +BEZEL_FRAME_ZOOM = "0.040000" +BEZEL_R = "-0.190000" +BEZEL_G = "-0.190000" +BEZEL_B = "-0.190000" +BEZEL_CON = "2.180000" +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" +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" 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"1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "0.500000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_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 = "-0.175000" +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-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 @@ +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" 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+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 = "7000.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.500000" +DO_FXAA = "1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "0.500000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_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" +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.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" +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" 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+SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_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" +BEZEL_INNER_ZOOM = "-0.160000" +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/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" +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" 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+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 = "7000.000000" +IN_GLOW_GAMMA = "2.000000" +GAMMA_OUT = "0.500000" +DO_FXAA = "1.000000" +SAT_BLEED_PAL = "1.000000" +SAT_BLEED_STRENGTH = "0.500000" +SAT_BLEED_SIZE_LEFT = "3.000000" +SAT_BLEED_SIZE_RIGHT = "3.000000" +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" +IN_GLOW_W = "1.000000" +IN_GLOW_H = "1.000000" +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_SHARPNESS = "6.000000" +HALO_GAMMA = "1.400000" +HALO_VS_SCAN = "1.000000" +BLOOM_MIX = "0.250000" +DO_CURVATURE = "1.000000" +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" +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" +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" 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"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" +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" +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" +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" +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" +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 = "1.500000" +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 = "/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" +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 = "1.000003" +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 = "/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" +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 = "1.000003" +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 = "/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" +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 = "1.500000" +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 = "/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" +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 = "0.900000" +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" 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+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" 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= "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" 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+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_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" +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 = "0.300000" +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 = "/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/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" +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 = "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 = "/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/gamegear.jpg" +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/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 @@ +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 = "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 = "/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/gamegear.jpg" +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/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" +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_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 = "/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" +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/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" +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" 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= "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_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 = "/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" +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/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" +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" +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 = "/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-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" +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" 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+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 = "/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" +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" +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" +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" +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 = "/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" +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" +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 = "/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" +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" +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 = "/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.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 @@ +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" +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 = "/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/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" +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 = "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 " โš  RetroArch aspect needs to be set to Full! โš " 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 " โš  RetroArch aspect needs to be set to Full! โš " 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 "โš  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 " โš  The following will override integer scale โš " 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