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Update SGB-style border presets
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19
border/gameboy-player/gameboy-player-crt-easymode.slangp
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border/gameboy-player/gameboy-player-crt-easymode.slangp
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shaders = "2"
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shader0 = "../shaders/imgborder-gbp.slang"
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shader1 = "../../crt/shaders/crt-easymode.slang"
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scale_type_x0 = "absolute"
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scale_x0 = "608"
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scale_type_y0 = "absolute"
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scale_y0 = "448"
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parameters = "box_scale;location;in_res_x;in_res_y"
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box_scale = "2.000000"
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location = "0.500000"
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in_res_x = "240.000000"
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in_res_y = "160.000000"
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out_res_x = "608.000000"
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out_res_y = "448.000000"
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textures = "BORDER"
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BORDER = "gameboy-player.png"
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border/gameboy-player/gameboy-player-crt-geom-1x.slangp
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border/gameboy-player/gameboy-player-crt-geom-1x.slangp
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shaders = 2
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textures = "BORDER"
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BORDER = "gameboy-player.png"
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BORDER_linear = true
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# Pass0: Apply Game Boy Player border
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shader0 = "../shaders/imgborder-gbp.slang"
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scale_type_x0 = "absolute"
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scale_x0 = "640"
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scale_type_y0 = "absolute"
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scale_y0 = "480"
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shader1 = "../../crt/shaders/crt-geom.slang"
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parameters = "box_scale;in_res_x;in_res_y;border_on_top"
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box_scale = 1.0
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in_res_x = 480.0
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in_res_y = 320.0
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border_on_top = 0.0
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215
border/gameboy-player/gameboy-player-crt-royale.slangp
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border/gameboy-player/gameboy-player-crt-royale.slangp
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#CRT Royale with Game Boy Player border emulation
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# IMPORTANT:
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# Shader passes need to know details about the image in the mask_texture LUT
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# files, so set the following constants in user-cgp-constants.h accordingly:
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# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
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# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
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# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
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# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
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# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
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# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
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# Shader passes also need to know certain scales set in this .slangp, but their
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# compilation model doesn't currently allow the .slangp file to tell them. Make
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# sure to set the following constants in user-cgp-constants.h accordingly too:
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# 1.) bloom_approx_scale_x = scale_x2
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# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
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# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
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# calculate scale_y5 (among other values):
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# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
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shaders = "13"
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# Set an identifier, filename, and sampling traits for the phosphor mask texture.
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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# non-mipmapped version and a large mipmapped version.
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# TODO: Test masks in other directories.
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textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;BORDER"
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mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
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mask_grille_texture_large = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
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mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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mask_slot_texture_large = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
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mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
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mask_shadow_texture_large = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
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mask_grille_texture_small_wrap_mode = "repeat"
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mask_grille_texture_large_wrap_mode = "repeat"
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mask_slot_texture_small_wrap_mode = "repeat"
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mask_slot_texture_large_wrap_mode = "repeat"
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mask_shadow_texture_small_wrap_mode = "repeat"
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mask_shadow_texture_large_wrap_mode = "repeat"
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mask_grille_texture_small_linear = "true"
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mask_grille_texture_large_linear = "true"
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mask_slot_texture_small_linear = "true"
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mask_slot_texture_large_linear = "true"
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mask_shadow_texture_small_linear = "true"
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mask_shadow_texture_large_linear = "true"
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mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
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BORDER = "gameboy-player.png"
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# Pass0: Apply Game Boy Player border
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shader0 = "../shaders/imgborder-gbp.slang"
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scale_type_x0 = "absolute"
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scale_x0 = "608"
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scale_type_y0 = "absolute"
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scale_y0 = "448"
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# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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shader1 = "../../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias1 = "ORIG_LINEARIZED"
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filter_linear1 = "false"
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scale_type1 = "source"
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scale1 = "1.0"
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srgb_framebuffer1 = "true"
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# Pass2: Resample interlaced (and misconverged) scanlines vertically.
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# Separating vertical/horizontal scanline sampling is faster: It lets us
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# consider more scanlines while calculating weights for fewer pixels, and
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# it reduces our samples from vertical*horizontal to vertical+horizontal.
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# This has to come right after ORIG_LINEARIZED, because there's no
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# "original_source" scale_type we can use later.
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shader2 = "../../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
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alias2 = "VERTICAL_SCANLINES"
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filter_linear2 = "true"
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scale_type_x2 = "source"
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scale_x2 = "1.0"
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scale_type_y2 = "viewport"
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scale_y2 = "1.0"
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#float_framebuffer2 = "true"
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srgb_framebuffer2 = "true"
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# Pass3: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
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# account for convergence offsets. We want to blur a predictable portion of the
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# screen to match the phosphor bloom, and absolute scale works best for
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# reliable results with a fixed-size bloom. Picking a scale is tricky:
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# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
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# to blur high-res/interlaced sources but high enough that resampling
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# doesn't smear low-res sources too much.
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# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
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# the only noticeable visual difference is a larger halation spread (which
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# may be a good thing for people who like to crank it up).
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# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
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# *intended* for an ~4:3 aspect ratio).
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shader3 = "../../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
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alias3 = "BLOOM_APPROX"
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filter_linear3 = "true"
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scale_type3 = "absolute"
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scale_x3 = "320"
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scale_y3 = "240"
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srgb_framebuffer3 = "true"
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# Pass4: Vertically blur the input for halation and refractive diffusion.
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader4 = "../../blurs/blur9fast-vertical.slang"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Pass5: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader5 = "../../blurs/blur9fast-horizontal.slang"
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alias5 = "HALATION_BLUR"
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filter_linear5 = "true"
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scale_type5 = "source"
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scale5 = "1.0"
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srgb_framebuffer5 = "true"
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# Pass6: Lanczos-resize the phosphor mask vertically. Set the absolute
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# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
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# will blur, and smaller scales could get nasty. The vertical size must be
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# based on the viewport size and calculated carefully to avoid artifacts later.
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# First calculate the minimum number of mask tiles we need to draw.
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# Since curvature is computed after the scanline masking pass:
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# num_resized_mask_tiles = 2.0;
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# If curvature were computed in the scanline masking pass (it's not):
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# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
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# max_mask_tile_border = max_mask_texel_border/
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# (min_resized_phosphor_triad_size * mask_triads_per_tile);
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# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
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# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
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# num_resized_mask_tiles = ~3.8
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# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
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# to relate them to vertical resolution. The widest we expect is:
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# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
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# The fewer triads we tile across the screen, the larger each triad will be as a
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# fraction of the viewport size, and the larger scale_y5 must be to draw a full
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# num_resized_mask_tiles. Therefore, we must decide the smallest number of
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# triads we'll guarantee can be displayed on screen. We'll set this according
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# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
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# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
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# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
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# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
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# min_allowed_viewport_triads
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# scale_y5 = geom_max_aspect_ratio * min_scale_x
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# # Some code might depend on equal scales:
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# scale_x6 = scale_y5
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# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
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# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
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# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
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# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
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shader6 = "../../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
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filter_linear6 = "true"
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scale_type_x6 = "absolute"
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scale_x6 = "64"
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scale_type_y6 = "viewport"
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scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
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#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
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# Pass7: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
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# TODO: Check again if the shaders actually require equal scales.
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shader7 = "../../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
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alias7 = "MASK_RESIZE"
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filter_linear7 = "false"
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scale_type_x7 = "viewport"
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scale_x7 = "0.0625"
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scale_type_y7 = "source"
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scale_y7 = "1.0"
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#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
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# Pass8: Resample (misconverged) scanlines horizontally, apply halation, and
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# apply the phosphor mask.
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shader8 = "../../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
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alias8 = "MASKED_SCANLINES"
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filter_linear8 = "true" # This could just as easily be nearest neighbor.
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scale_type8 = "viewport"
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scale8 = "1.0"
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#float_framebuffer8 = "true"
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srgb_framebuffer8 = "true"
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# Pass 9: Compute a brightpass. This will require reading the final mask.
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shader9 = "../../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
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alias9 = "BRIGHTPASS"
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filter_linear9 = "true" # This could just as easily be nearest neighbor.
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scale_type9 = "viewport"
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scale9 = "1.0"
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srgb_framebuffer9 = "true"
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# Pass 10: Blur the brightpass vertically
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shader10 = "../../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
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filter_linear10 = "true" # This could just as easily be nearest neighbor.
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scale_type10 = "source"
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scale10 = "1.0"
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srgb_framebuffer10 = "true"
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# Pass 11: Blur the brightpass horizontally and combine it with the dimpass:
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shader11 = "../../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
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filter_linear11 = "true"
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scale_type11 = "source"
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scale11 = "1.0"
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srgb_framebuffer11 = "true"
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# Pass 12: Compute curvature/AA:
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shader12 = "../../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
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filter_linear12 = "true"
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scale_type12 = "viewport"
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mipmap_input12 = "true"
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texture_wrap_mode12 = "clamp_to_edge"
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shaders = "3"
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shader0 = "../../handheld/shaders/color/gba-color.slang"
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shader1 = "../shaders/imgborder-gbp.slang"
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shader2 = "../../crt/shaders/crt-easymode.slang"
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scale_type0 = "source"
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scale0 = "1.000"
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scale_type_x1 = "absolute"
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scale_x1 = "608"
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scale_type_y1 = "absolute"
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scale_y1 = "448"
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parameters = "box_scale;location;in_res_x;in_res_y"
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box_scale = "2.000000"
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location = "0.500000"
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in_res_x = "240.000000"
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in_res_y = "160.000000"
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textures = "BORDER"
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BORDER = "gameboy-player.png"
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shaders = "4"
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shader0 = "../shaders/imgborder-gbp.slang"
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shader1 = "../../crt/shaders/tvout-tweaks.slang"
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shader2 = "../../misc/image-adjustment.slang"
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shader3 = "../../misc/interlacing.slang"
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scale_type_x0 = "absolute"
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scale_x0 = "608"
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scale_type_y0 = "absolute"
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scale_y0 = "448"
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scale_type_x1 = "viewport"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;enable_480i;top_field_first"
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box_scale = "2.000000"
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location = "0.500000"
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in_res_x = "240.000000"
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in_res_y = "160.000000"
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TVOUT_RESOLUTION = "512.000000"
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TVOUT_COMPOSITE_CONNECTION = "0.000000"
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TVOUT_TV_COLOR_LEVELS = "1.000000"
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enable_480i = "0.000000"
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top_field_first = "1.000000"
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textures = "BORDER"
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BORDER = "gameboy-player.png"
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shaders = "5"
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shader0 = "../../handheld/shaders/color/gba-color.slang"
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shader1 = "../shaders/imgborder-gbp.slang"
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shader2 = "../../crt/shaders/tvout-tweaks.slang"
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shader3 = "../../misc/image-adjustment.slang"
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shader4 = "../../misc/interlacing.slang"
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scale_type0 = "source"
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scale0 = "1.0"
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scale_type_x1 = "absolute"
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scale_x1 = "608"
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scale_type_y1 = "absolute"
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scale_y1 = "448"
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scale_type_x2 = "viewport"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;enable_480i;top_field_first"
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box_scale = "2.000000"
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location = "0.500000"
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in_res_x = "240.000000"
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in_res_y = "160.000000"
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TVOUT_RESOLUTION = "512.000000"
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TVOUT_COMPOSITE_CONNECTION = "0.000000"
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TVOUT_TV_COLOR_LEVELS = "0.000000"
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enable_480i = "0.000000"
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top_field_first = "1.000000"
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textures = "BORDER"
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BORDER = "gameboy-player.png"
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30
border/gameboy-player/gameboy-player-tvout-gba-color.slangp
Normal file
30
border/gameboy-player/gameboy-player-tvout-gba-color.slangp
Normal file
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shaders = "4"
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shader0 = "../../handheld/shaders/color/gba-color.slang"
|
||||
shader1 = "../shaders/imgborder-gbp.slang"
|
||||
shader2 = "../../crt/shaders/tvout-tweaks.slang"
|
||||
shader3 = "../../misc/image-adjustment.slang"
|
||||
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.0"
|
||||
|
||||
scale_type_x1 = "absolute"
|
||||
scale_x1 = "608"
|
||||
scale_type_y1 = "absolute"
|
||||
scale_y1 = "448"
|
||||
|
||||
scale_type_x2 = "viewport"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS"
|
||||
box_scale = "2.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "240.000000"
|
||||
in_res_y = "160.000000"
|
||||
TVOUT_RESOLUTION = "512.000000"
|
||||
TVOUT_COMPOSITE_CONNECTION = "0.000000"
|
||||
TVOUT_TV_COLOR_LEVELS = "0.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "gameboy-player.png"
|
26
border/gameboy-player/gameboy-player-tvout.slangp
Normal file
26
border/gameboy-player/gameboy-player-tvout.slangp
Normal file
|
@ -0,0 +1,26 @@
|
|||
shaders = "3"
|
||||
shader0 = "../shaders/imgborder-gbp.slang"
|
||||
shader1 = "../../crt/shaders/tvout-tweaks.slang"
|
||||
shader2 = "../../misc/image-adjustment.slang"
|
||||
|
||||
scale_type_x0 = "absolute"
|
||||
scale_x0 = "608"
|
||||
scale_type_y0 = "absolute"
|
||||
scale_y0 = "448"
|
||||
|
||||
scale_type_x1 = "viewport"
|
||||
scale_x1 = "1.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "1.000000"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS"
|
||||
box_scale = "2.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "240.000000"
|
||||
in_res_y = "160.000000"
|
||||
TVOUT_RESOLUTION = "480.000000"
|
||||
TVOUT_COMPOSITE_CONNECTION = "0.000000"
|
||||
TVOUT_TV_COLOR_LEVELS = "0.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "gameboy-player.png"
|
17
border/sgb/sgb+crt-easymode.slangp
Normal file
17
border/sgb/sgb+crt-easymode.slangp
Normal file
|
@ -0,0 +1,17 @@
|
|||
shaders = "2"
|
||||
shader0 = "../shaders/imgborder-sgb.slang"
|
||||
shader1 = "../../crt/shaders/crt-easymode.slang"
|
||||
|
||||
scale_type_x0 = "absolute"
|
||||
scale_x0 = "256"
|
||||
scale_type_y0 = "absolute"
|
||||
scale_y0 = "224"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y"
|
||||
box_scale = "1.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "160.000000"
|
||||
in_res_y = "144.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgb.png"
|
20
border/sgb/sgb-crt-geom-1x.slangp
Normal file
20
border/sgb/sgb-crt-geom-1x.slangp
Normal file
|
@ -0,0 +1,20 @@
|
|||
shaders = 2
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgb.png"
|
||||
BORDER_linear = true
|
||||
|
||||
# Pass0: Apply Game Boy Player border
|
||||
shader0 = "../shaders/imgborder-sgb.slang"
|
||||
scale_type_x0 = "absolute"
|
||||
scale_x0 = "256"
|
||||
scale_type_y0 = "absolute"
|
||||
scale_y0 = "224"
|
||||
|
||||
shader1 = "../../crt/shaders/crt-geom.slang"
|
||||
|
||||
parameters = "box_scale;in_res_x;in_res_y;border_on_top"
|
||||
box_scale = 1.0
|
||||
in_res_x = 160.0
|
||||
in_res_y = 144.0
|
||||
border_on_top = 0.0
|
215
border/sgb/sgb-crt-royale.slangp
Normal file
215
border/sgb/sgb-crt-royale.slangp
Normal file
|
@ -0,0 +1,215 @@
|
|||
#CRT Royale with SGB border emulation
|
||||
|
||||
# IMPORTANT:
|
||||
# Shader passes need to know details about the image in the mask_texture LUT
|
||||
# files, so set the following constants in user-cgp-constants.h accordingly:
|
||||
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
|
||||
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
|
||||
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
|
||||
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
|
||||
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
|
||||
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
|
||||
# Shader passes also need to know certain scales set in this .slangp, but their
|
||||
# compilation model doesn't currently allow the .slangp file to tell them. Make
|
||||
# sure to set the following constants in user-cgp-constants.h accordingly too:
|
||||
# 1.) bloom_approx_scale_x = scale_x2
|
||||
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
||||
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
||||
# calculate scale_y5 (among other values):
|
||||
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
||||
|
||||
shaders = "13"
|
||||
|
||||
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
||||
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
|
||||
# non-mipmapped version and a large mipmapped version.
|
||||
# TODO: Test masks in other directories.
|
||||
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;BORDER"
|
||||
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
||||
mask_grille_texture_large = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
||||
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
||||
mask_slot_texture_large = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
|
||||
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
|
||||
mask_shadow_texture_large = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
|
||||
mask_grille_texture_small_wrap_mode = "repeat"
|
||||
mask_grille_texture_large_wrap_mode = "repeat"
|
||||
mask_slot_texture_small_wrap_mode = "repeat"
|
||||
mask_slot_texture_large_wrap_mode = "repeat"
|
||||
mask_shadow_texture_small_wrap_mode = "repeat"
|
||||
mask_shadow_texture_large_wrap_mode = "repeat"
|
||||
mask_grille_texture_small_linear = "true"
|
||||
mask_grille_texture_large_linear = "true"
|
||||
mask_slot_texture_small_linear = "true"
|
||||
mask_slot_texture_large_linear = "true"
|
||||
mask_shadow_texture_small_linear = "true"
|
||||
mask_shadow_texture_large_linear = "true"
|
||||
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
BORDER = "sgb.png"
|
||||
|
||||
# Pass0: Apply SGB border
|
||||
shader0 = "../shaders/imgborder-sgb.slang"
|
||||
scale_type_x0 = "absolute"
|
||||
scale_x0 = "256"
|
||||
scale_type_y0 = "absolute"
|
||||
scale_y0 = "224"
|
||||
|
||||
# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
|
||||
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
||||
shader1 = "../../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
||||
alias1 = "ORIG_LINEARIZED"
|
||||
filter_linear1 = "false"
|
||||
scale_type1 = "source"
|
||||
scale1 = "1.0"
|
||||
srgb_framebuffer1 = "true"
|
||||
|
||||
# Pass2: Resample interlaced (and misconverged) scanlines vertically.
|
||||
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
||||
# consider more scanlines while calculating weights for fewer pixels, and
|
||||
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
||||
# This has to come right after ORIG_LINEARIZED, because there's no
|
||||
# "original_source" scale_type we can use later.
|
||||
shader2 = "../../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
||||
alias2 = "VERTICAL_SCANLINES"
|
||||
filter_linear2 = "true"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "1.0"
|
||||
scale_type_y2 = "viewport"
|
||||
scale_y2 = "1.0"
|
||||
#float_framebuffer2 = "true"
|
||||
srgb_framebuffer2 = "true"
|
||||
|
||||
# Pass3: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
||||
# account for convergence offsets. We want to blur a predictable portion of the
|
||||
# screen to match the phosphor bloom, and absolute scale works best for
|
||||
# reliable results with a fixed-size bloom. Picking a scale is tricky:
|
||||
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
|
||||
# to blur high-res/interlaced sources but high enough that resampling
|
||||
# doesn't smear low-res sources too much.
|
||||
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
||||
# the only noticeable visual difference is a larger halation spread (which
|
||||
# may be a good thing for people who like to crank it up).
|
||||
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||
# *intended* for an ~4:3 aspect ratio).
|
||||
shader3 = "../../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
||||
alias3 = "BLOOM_APPROX"
|
||||
filter_linear3 = "true"
|
||||
scale_type3 = "absolute"
|
||||
scale_x3 = "320"
|
||||
scale_y3 = "240"
|
||||
srgb_framebuffer3 = "true"
|
||||
|
||||
# Pass4: Vertically blur the input for halation and refractive diffusion.
|
||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||
# a constant portion of the screen is probably physically correct if the
|
||||
# viewport resolution is proportional to the simulated CRT size.
|
||||
shader4 = "../../blurs/blur9fast-vertical.slang"
|
||||
filter_linear4 = "true"
|
||||
scale_type4 = "source"
|
||||
scale4 = "1.0"
|
||||
srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass5: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x9 blur is about 1% slower.
|
||||
shader5 = "../../blurs/blur9fast-horizontal.slang"
|
||||
alias5 = "HALATION_BLUR"
|
||||
filter_linear5 = "true"
|
||||
scale_type5 = "source"
|
||||
scale5 = "1.0"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
# Pass6: Lanczos-resize the phosphor mask vertically. Set the absolute
|
||||
# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
||||
# will blur, and smaller scales could get nasty. The vertical size must be
|
||||
# based on the viewport size and calculated carefully to avoid artifacts later.
|
||||
# First calculate the minimum number of mask tiles we need to draw.
|
||||
# Since curvature is computed after the scanline masking pass:
|
||||
# num_resized_mask_tiles = 2.0;
|
||||
# If curvature were computed in the scanline masking pass (it's not):
|
||||
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
|
||||
# max_mask_tile_border = max_mask_texel_border/
|
||||
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
|
||||
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
|
||||
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
|
||||
# num_resized_mask_tiles = ~3.8
|
||||
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
|
||||
# to relate them to vertical resolution. The widest we expect is:
|
||||
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
|
||||
# The fewer triads we tile across the screen, the larger each triad will be as a
|
||||
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
|
||||
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
|
||||
# triads we'll guarantee can be displayed on screen. We'll set this according
|
||||
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
|
||||
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
|
||||
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
|
||||
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
|
||||
# min_allowed_viewport_triads
|
||||
# scale_y5 = geom_max_aspect_ratio * min_scale_x
|
||||
# # Some code might depend on equal scales:
|
||||
# scale_x6 = scale_y5
|
||||
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
||||
# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
|
||||
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
|
||||
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
|
||||
shader6 = "../../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
||||
filter_linear6 = "true"
|
||||
scale_type_x6 = "absolute"
|
||||
scale_x6 = "64"
|
||||
scale_type_y6 = "viewport"
|
||||
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
|
||||
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass7: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
|
||||
# TODO: Check again if the shaders actually require equal scales.
|
||||
shader7 = "../../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
||||
alias7 = "MASK_RESIZE"
|
||||
filter_linear7 = "false"
|
||||
scale_type_x7 = "viewport"
|
||||
scale_x7 = "0.0625"
|
||||
scale_type_y7 = "source"
|
||||
scale_y7 = "1.0"
|
||||
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass8: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||
# apply the phosphor mask.
|
||||
shader8 = "../../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
||||
alias8 = "MASKED_SCANLINES"
|
||||
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type8 = "viewport"
|
||||
scale8 = "1.0"
|
||||
#float_framebuffer8 = "true"
|
||||
srgb_framebuffer8 = "true"
|
||||
|
||||
# Pass 9: Compute a brightpass. This will require reading the final mask.
|
||||
shader9 = "../../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||
alias9 = "BRIGHTPASS"
|
||||
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type9 = "viewport"
|
||||
scale9 = "1.0"
|
||||
srgb_framebuffer9 = "true"
|
||||
|
||||
# Pass 10: Blur the brightpass vertically
|
||||
shader10 = "../../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||
filter_linear10 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type10 = "source"
|
||||
scale10 = "1.0"
|
||||
srgb_framebuffer10 = "true"
|
||||
|
||||
# Pass 11: Blur the brightpass horizontally and combine it with the dimpass:
|
||||
shader11 = "../../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||
filter_linear11 = "true"
|
||||
scale_type11 = "source"
|
||||
scale11 = "1.0"
|
||||
srgb_framebuffer11 = "true"
|
||||
|
||||
# Pass 12: Compute curvature/AA:
|
||||
shader12 = "../../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
|
||||
filter_linear12 = "true"
|
||||
scale_type12 = "viewport"
|
||||
mipmap_input12 = "true"
|
||||
texture_wrap_mode12 = "clamp_to_edge"
|
||||
|
32
border/sgb/sgb-gbc-color-tvout+interlacing.slangp
Normal file
32
border/sgb/sgb-gbc-color-tvout+interlacing.slangp
Normal file
|
@ -0,0 +1,32 @@
|
|||
shaders = "5"
|
||||
shader0 = "../../handheld/shaders/color/gbc-color.slang"
|
||||
shader1 = "../shaders/imgborder-sgb.slang"
|
||||
shader2 = "../../crt/shaders/tvout-tweaks.slang"
|
||||
shader3 = "../../misc/image-adjustment.slang"
|
||||
shader4 = "../../misc/interlacing.slang"
|
||||
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
||||
scale0 = 1.0
|
||||
|
||||
scale_type_x1 = "absolute"
|
||||
scale_x1 = "256"
|
||||
scale_type_y1 = "absolute"
|
||||
scale_y1 = "224"
|
||||
|
||||
scale_type_x2 = "viewport"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS"
|
||||
box_scale = "1.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "160.000000"
|
||||
in_res_y = "144.000000"
|
||||
TVOUT_RESOLUTION = "320.000000"
|
||||
TVOUT_COMPOSITE_CONNECTION = "0.000000"
|
||||
TVOUT_TV_COLOR_LEVELS = "0.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgb.png"
|
21
border/sgb/sgb-gbc-color.slangp
Normal file
21
border/sgb/sgb-gbc-color.slangp
Normal file
|
@ -0,0 +1,21 @@
|
|||
shaders = "2"
|
||||
shader0 = "../../handheld/shaders/color/gbc-color.slang"
|
||||
shader1 = "../shaders/imgborder-sgb.slang"
|
||||
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
||||
scale0 = 1.0
|
||||
|
||||
scale_type_x1 = "absolute"
|
||||
scale_x1 = "256"
|
||||
scale_type_y1 = "absolute"
|
||||
scale_y1 = "224"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y"
|
||||
box_scale = "1.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "160.000000"
|
||||
in_res_y = "144.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgb.png"
|
27
border/sgb/sgb-tvout+interlacing.slangp
Normal file
27
border/sgb/sgb-tvout+interlacing.slangp
Normal file
|
@ -0,0 +1,27 @@
|
|||
shaders = "4"
|
||||
shader0 = "../shaders/imgborder-sgb.slang"
|
||||
shader1 = "../../crt/shaders/tvout-tweaks.slang"
|
||||
shader2 = "../../misc/image-adjustment.slang"
|
||||
shader3 = "../../misc/interlacing.slang"
|
||||
|
||||
scale_type_x0 = "absolute"
|
||||
scale_x0 = "256"
|
||||
scale_type_y0 = "absolute"
|
||||
scale_y0 = "224"
|
||||
|
||||
scale_type_x1 = "viewport"
|
||||
scale_x1 = "1.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "1.000000"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS"
|
||||
box_scale = "1.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "160.000000"
|
||||
in_res_y = "144.000000"
|
||||
TVOUT_RESOLUTION = "320.000000"
|
||||
TVOUT_COMPOSITE_CONNECTION = "0.000000"
|
||||
TVOUT_TV_COLOR_LEVELS = "0.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgb.png"
|
27
border/sgba/sgba-tvout+interlacing.slangp
Normal file
27
border/sgba/sgba-tvout+interlacing.slangp
Normal file
|
@ -0,0 +1,27 @@
|
|||
shaders = "4"
|
||||
shader0 = "../shaders/imgborder-sgba.slang"
|
||||
shader1 = "../../crt/shaders/tvout-tweaks.slang"
|
||||
shader2 = "../../misc/image-adjustment.slang"
|
||||
shader3 = "../../misc/interlacing.slang"
|
||||
|
||||
scale_type_x0 = "absolute"
|
||||
scale_x0 = "320"
|
||||
scale_type_y0 = "absolute"
|
||||
scale_y0 = "240"
|
||||
|
||||
scale_type_x1 = "viewport"
|
||||
scale_x1 = "1.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "1.000000"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS"
|
||||
box_scale = "1.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "240.000000"
|
||||
in_res_y = "160.000000"
|
||||
TVOUT_RESOLUTION = "512.000000"
|
||||
TVOUT_COMPOSITE_CONNECTION = "0.000000"
|
||||
TVOUT_TV_COLOR_LEVELS = "1.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgba.png"
|
31
border/sgba/sgba-tvout-gba-color+interlacing.slangp
Normal file
31
border/sgba/sgba-tvout-gba-color+interlacing.slangp
Normal file
|
@ -0,0 +1,31 @@
|
|||
shaders = "5"
|
||||
shader0 = "../../handheld/shaders/color/gba-color.slang"
|
||||
shader1 = "../shaders/imgborder-sgba.slang"
|
||||
shader2 = "../../crt/shaders/tvout-tweaks.slang"
|
||||
shader3 = "../../misc/image-adjustment.slang"
|
||||
shader4 = "../../misc/interlacing.slang"
|
||||
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.0"
|
||||
|
||||
scale_type_x1 = "absolute"
|
||||
scale_x1 = "320"
|
||||
scale_type_y1 = "absolute"
|
||||
scale_y1 = "240"
|
||||
|
||||
scale_type_x2 = "viewport"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
|
||||
parameters = "box_scale;location;in_res_x;in_res_y;TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS"
|
||||
box_scale = "1.000000"
|
||||
location = "0.500000"
|
||||
in_res_x = "240.000000"
|
||||
in_res_y = "160.000000"
|
||||
TVOUT_RESOLUTION = "512.000000"
|
||||
TVOUT_COMPOSITE_CONNECTION = "0.000000"
|
||||
TVOUT_TV_COLOR_LEVELS = "1.000000"
|
||||
|
||||
textures = "BORDER"
|
||||
BORDER = "sgba.png"
|
Loading…
Reference in a new issue