mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Rename and rebranding to Sony Megatron
This commit is contained in:
parent
87e63c8000
commit
6be1217655
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#reference "crt-bang-olufsen-4k-hdr.slangp"
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#reference "crt-jvc-professional-4k-hdr.slangp"
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#reference "crt-arcade-4k-hdr.slangp"
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/*
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/*
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Sony Megatron Colour Video Monitor
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Author: Major Pain The Cactus
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A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness.
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A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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@ -10,6 +13,7 @@ Currently defaults towards a Sammy Atomiswave.
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To use:
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To use:
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Please Enable HDR in RetroArch 1.10+
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Please Enable HDR in RetroArch 1.10+
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[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
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Works only with the D3D11/D3D12/Vulkan drivers currently
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine) - It will work just wont look right
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*/
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*/
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shaders = "1"
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shaders = "1"
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feedback_pass = "0"
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feedback_pass = "0"
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shader0 = "shaders/crt-hdr.slang"
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shader0 = "shaders/crt-sony-megatron.slang"
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filter_linear0 = "false"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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mipmap_input0 = "false"
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1
hdr/crt-sony-megatron-bang-olufsen-mx8000.slangp
Normal file
1
hdr/crt-sony-megatron-bang-olufsen-mx8000.slangp
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#reference "crt-sony-megatron-bang-olufsen.slangp"
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/*
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/*
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Sony Megatron Colour Video Monitor
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Author: Major Pain The Cactus
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A shader that specifically tries to emulate Bang & Olufsen Beovision with a slot mask screen but with full brightness.
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A shader that specifically tries to emulate Bang & Olufsen Beovision with a slot mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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@ -10,6 +13,7 @@ Currently defaults towards a Bang & Olufsen Beovision MX8000.
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To use:
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To use:
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Please Enable HDR in RetroArch 1.10+
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Please Enable HDR in RetroArch 1.10+
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[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
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Works only with the D3D11/D3D12/Vulkan drivers currently
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine) - It will work just wont look right
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*/
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*/
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shaders = "1"
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shaders = "1"
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feedback_pass = "0"
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feedback_pass = "0"
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shader0 = "shaders/crt-hdr.slang"
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shader0 = "shaders/crt-sony-megatron.slang"
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filter_linear0 = "false"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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mipmap_input0 = "false"
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1
hdr/crt-sony-megatron-jvc-professional-TM-H1950CG.slangp
Normal file
1
hdr/crt-sony-megatron-jvc-professional-TM-H1950CG.slangp
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#reference "crt-sony-megatron-jvc-professional.slangp"
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/*
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/*
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Sony Megatron Colour Video Monitor
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Author: Major Pain The Cactus
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A shader that specifically tries to emulate JVC professional monitor's with an shadow mask screen but with full brightness.
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A shader that specifically tries to emulate JVC professional monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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@ -10,6 +13,7 @@ Currently defaults towards a JVC Professional TM-H1950CG.
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To use:
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To use:
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Please Enable HDR in RetroArch 1.10+
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Please Enable HDR in RetroArch 1.10+
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[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
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Works only with the D3D11/D3D12/Vulkan drivers currently
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine) - It will work just wont look right
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*/
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*/
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shaders = "1"
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shaders = "1"
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feedback_pass = "0"
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feedback_pass = "0"
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shader0 = "shaders/crt-hdr.slang"
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shader0 = "shaders/crt-sony-megatron.slang"
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filter_linear0 = "false"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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mipmap_input0 = "false"
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1
hdr/crt-sony-megatron-sammy-atomiswave.slangp
Normal file
1
hdr/crt-sony-megatron-sammy-atomiswave.slangp
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#reference "crt-sony-megatron-arcade.slangp"
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#reference "crt-sony-pvm-4k-hdr.slangp"
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#reference "crt-sony-megatron-sony-pvm.slangp"
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hcrt_crt_resolution = "1.000000"
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hcrt_crt_resolution = "1.000000"
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hcrt_red_vertical_convergence = "0.250000"
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hcrt_red_vertical_convergence = "0.250000"
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1
hdr/crt-sony-megatron-sony-pvm-2730.slangp
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1
hdr/crt-sony-megatron-sony-pvm-2730.slangp
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#reference "crt-sony-megatron-sony-pvm.slangp"
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/*
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/*
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Sony Megatron Colour Video Monitor
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Author: Major Pain The Cactus
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A shader that specifically tries to emulate Sony PVM's with an aperture grille screen but with full brightness.
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A shader that specifically tries to emulate Sony PVM's with an aperture grille screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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@ -10,6 +13,7 @@ Currently defaults towards a Sony PVM 2730QM a reasonably old mid 1980's 27" 600
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To use:
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To use:
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Please Enable HDR in RetroArch 1.10+
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Please Enable HDR in RetroArch 1.10+
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[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
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Works only with the D3D11/D3D12/Vulkan drivers currently
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine) - It will work just wont look right
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*/
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*/
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shaders = "1"
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shaders = "1"
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feedback_pass = "0"
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feedback_pass = "0"
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shader0 = "shaders/crt-hdr.slang"
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shader0 = "shaders/crt-sony-megatron.slang"
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filter_linear0 = "false"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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mipmap_input0 = "false"
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/*
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/*
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Sony Megatron Colour Video Monitor
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Author: Major Pain The Cactus
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A shader that specifically tries to emulate Toshiba MicroFilter monitor's with an shadow mask screen but with full brightness.
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A shader that specifically tries to emulate Toshiba MicroFilter monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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@ -10,6 +13,7 @@ Currently defaults towards a XXXX CRT MAKE MODEL XXXX.
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To use:
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To use:
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Please Enable HDR in RetroArch 1.10+
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Please Enable HDR in RetroArch 1.10+
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[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
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Works only with the D3D11/D3D12/Vulkan drivers currently
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine) - It will work just wont look right
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*/
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*/
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shaders = "1"
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shaders = "1"
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feedback_pass = "0"
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feedback_pass = "0"
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shader0 = "shaders/crt-hdr.slang"
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shader0 = "shaders/crt-sony-megatron.slang"
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filter_linear0 = "false"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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mipmap_input0 = "false"
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1
hdr/crt-sony-megatron-viewsonic-A90f+.slangp
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1
hdr/crt-sony-megatron-viewsonic-A90f+.slangp
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#reference "crt-sony-megatron-viewsonic-superclear.slangp"
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/*
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/*
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Sony Megatron Colour Video Monitor
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Author: Major Pain The Cactus
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A shader that specifically tries to emulate Viewsonic SuperClear monitor's with an shadow mask screen but with full brightness.
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A shader that specifically tries to emulate Viewsonic SuperClear monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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@ -10,6 +13,7 @@ Currently defaults towards a Viewsonic A90f+.
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To use:
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To use:
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Please Enable HDR in RetroArch 1.10+
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Please Enable HDR in RetroArch 1.10+
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[UPDATE] This shader supports SDR as well - just enable it in the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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@ -21,13 +25,13 @@ This shader doesn't do any geometry warping or bouncing of light around inside t
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Works only with the D3D11/D3D12/Vulkan drivers currently
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine) - It will work just wont look right
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*/
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*/
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shaders = "1"
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shaders = "1"
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feedback_pass = "0"
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feedback_pass = "0"
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shader0 = "shaders/crt-hdr.slang"
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shader0 = "shaders/crt-sony-megatron.slang"
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filter_linear0 = "false"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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mipmap_input0 = "false"
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#reference "crt-sony-pvm-4k-hdr.slangp"
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#reference "crt-viewsonic-superclear-4k-hdr.slangp"
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#version 450
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#version 450
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/*
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/*
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Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to map into HDR10 space.
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Part of the crt-sony-megatron shader group. Does the exact same thing as RetroArch does internally to map into HDR10 space.
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This is used to do this mapping BEFORE screen effects are applied.
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This is used to do this mapping BEFORE screen effects are applied.
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#version 450
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#version 450
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/*
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/*
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Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR.
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Part of the crt-sony-megatron shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR.
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This is used to do this mapping BEFORE screen effects are applied.
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This is used to do this mapping BEFORE screen effects are applied.
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