Merge pull request #342 from HyperspaceMadness/master

Mega Bezel  V1.7.0_2022-12-21
This commit is contained in:
hizzlekizzle 2022-12-22 08:06:14 -06:00 committed by GitHub
commit a97ff81c25
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GPG key ID: 4AEE18F83AFDEB23
441 changed files with 12659 additions and 6940 deletions

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -174,9 +176,14 @@ shader37 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear37 = true
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "CRTPass"
g_gamma_out = 2.45
shader38 = ../../shaders/base/post-crt-prep-glass.slang
alias38 = "MBZ_PostCRTPass"
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -192,16 +199,19 @@ scale_type39 = absolute
// scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
float_framebuffer39 = true
alias39 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input40 = true
filter_linear40 = true
float_framebuffer40 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
float_framebuffer41 = true
alias41 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -213,6 +223,7 @@ filter_linear42 = true
scale_type42 = absolute
scale_x42 = 128
scale_y42 = 128
float_framebuffer42 = true
alias42 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -224,12 +235,14 @@ filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
float_framebuffer43 = true
alias43 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader44 = ../../shaders/base/reflection-glass.slang
scale_type44 = viewport
alias44 = "BR_CRTAndReflectionPass"
srgb_framebuffer44 = true
alias44 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -359,17 +372,21 @@ g_vignette = "0.0"
// Easymode Parameters
gamma_out = 2.2
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -158,17 +160,24 @@ float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/base/delinearize.slang
scale_type34 = source
float_framebuffer34 = "true"
shader35 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
filter_linear35 = true
float_framebuffer35 = "true"
alias35 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader36 = ../../shaders/base/post-crt-prep-glass.slang
alias36 = "MBZ_PostCRTPass"
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -184,16 +193,19 @@ scale_type37 = absolute
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
float_framebuffer37 = true
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input38 = true
filter_linear38 = true
float_framebuffer38 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
float_framebuffer39 = true
alias39 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -205,6 +217,7 @@ filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
float_framebuffer40 = true
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -216,12 +229,14 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
float_framebuffer41 = true
alias41 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection-glass.slang
scale_type42 = viewport
alias42 = "BR_CRTAndReflectionPass"
srgb_framebuffer42 = true
alias42 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -348,17 +363,21 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -214,19 +216,23 @@ alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-glass.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -242,16 +248,19 @@ scale_type44 = absolute
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
float_framebuffer44 = true
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
float_framebuffer45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
float_framebuffer46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -263,6 +272,7 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
float_framebuffer47 = true
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -274,12 +284,14 @@ filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
float_framebuffer48 = true
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection-glass.slang
scale_type49 = viewport
alias49 = "BR_CRTAndReflectionPass"
srgb_framebuffer49 = true
alias49 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -406,20 +418,24 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -193,19 +195,23 @@ alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-glass.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -221,16 +227,19 @@ scale_type41 = absolute
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
float_framebuffer41 = true
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
float_framebuffer42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
float_framebuffer43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -242,6 +251,7 @@ filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
float_framebuffer44 = true
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -253,12 +263,14 @@ filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
float_framebuffer45 = true
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection-glass.slang
scale_type46 = viewport
alias46 = "BR_CRTAndReflectionPass"
srgb_framebuffer46 = true
alias46 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -385,17 +397,21 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -158,14 +160,19 @@ float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/base/delinearize.slang
float_framebuffer34 = "true"
shader35 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear35 = "false"
scale_type35 = "viewport"
scale35 = "1.0"
float_framebuffer35 = "true"
alias35 = "CRTPass"
shader36 = ../../shaders/base/post-crt-prep-glass.slang
alias36 = "MBZ_PostCRTPass"
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -181,16 +188,19 @@ scale_type37 = absolute
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
float_framebuffer37 = true
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input38 = true
filter_linear38 = true
float_framebuffer38 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
float_framebuffer39 = true
alias39 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -202,6 +212,7 @@ filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
float_framebuffer40 = true
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -213,12 +224,14 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
float_framebuffer41 = true
alias41 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection-glass.slang
scale_type42 = viewport
alias42 = "BR_CRTAndReflectionPass"
srgb_framebuffer42 = true
alias42 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -345,14 +358,13 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 100
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0

View file

@ -1,4 +1,4 @@
shaders = 46
shaders = 47
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -147,22 +149,19 @@ scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
float_framebuffer34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-interlace.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
@ -193,19 +192,20 @@ shader38 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
float_framebuffer38 = "true"
alias38 = "CRTPass"
shader39 = ../../shaders/base/post-crt-prep-glass.slang
alias39 = "MBZ_PostCRTPass"
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader40 = ../../shaders/base/linearize-crt.slang
shader40 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
@ -215,16 +215,19 @@ scale_type40 = absolute
// scale_y40 = 540
scale_x40 = 800
scale_y40 = 600
float_framebuffer40 = true
alias40 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input41 = true
filter_linear41 = true
float_framebuffer41 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear42 = true
float_framebuffer42 = true
alias42 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -236,6 +239,7 @@ filter_linear43 = true
scale_type43 = absolute
scale_x43 = 128
scale_y43 = 128
float_framebuffer43 = true
alias43 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -247,12 +251,18 @@ filter_linear44 = true
scale_type44 = absolute
scale_x44 = 12
scale_y44 = 12
float_framebuffer44 = true
alias44 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader45 = ../../shaders/base/reflection-glass.slang
shader45 = ../../shaders/base/reflection-glass-hdr.slang
scale_type45 = viewport
alias45 = "BR_CRTAndReflectionPass"
alias45 = "ReflectionPass"
// Combine Passes ----------------------------------------------------------------
shader46 = ../../shaders/base/output-hdr.slang
scale_type46 = viewport
alias46 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -380,28 +390,31 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -135,22 +137,19 @@ scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
float_framebuffer32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader33 = ../../shaders/guest/hsm-interlace.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
@ -181,19 +180,20 @@ shader36 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
float_framebuffer36 = "true"
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader38 = ../../shaders/base/linearize-crt.slang
shader38 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
@ -203,16 +203,19 @@ scale_type38 = absolute
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
float_framebuffer38 = true
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
float_framebuffer39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
float_framebuffer40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -224,6 +227,7 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
float_framebuffer41 = true
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -235,12 +239,18 @@ filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
float_framebuffer42 = true
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection-glass.slang
shader43 = ../../shaders/base/reflection-glass-hdr.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
alias43 = "ReflectionPass"
// Combine Passes ----------------------------------------------------------------
shader44 = ../../shaders/base/output-hdr.slang
scale_type44 = viewport
alias44 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -368,25 +378,28 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -193,7 +195,7 @@ scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
alias38 = "GlowPass"
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
@ -210,23 +212,27 @@ scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
alias40 = "BloomPass"
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -336,20 +342,24 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -172,7 +174,7 @@ scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
alias35 = "GlowPass"
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
@ -189,23 +191,27 @@ scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
alias37 = "BloomPass"
shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -315,17 +321,21 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -147,22 +149,19 @@ scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
float_framebuffer34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-interlace.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
@ -193,13 +192,14 @@ shader38 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
float_framebuffer38 = "true"
alias38 = "CRTPass"
shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias39 = "MBZ_PostCRTPass"
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -216,7 +216,7 @@ float_framebuffer41 = true
alias41 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader42 = ../../shaders/base/combine-passes-no-reflect.slang
shader42 = ../../shaders/base/combine-passes-no-reflect-hdr.slang
scale_type42 = viewport
alias42 = "CombinePass"
// Define textures to be used by the different passes
@ -310,28 +310,31 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -135,22 +137,19 @@ scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
float_framebuffer32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader33 = ../../shaders/guest/hsm-interlace.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
@ -181,13 +180,14 @@ shader36 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
float_framebuffer36 = "true"
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -204,7 +204,7 @@ float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/combine-passes-no-reflect.slang
shader40 = ../../shaders/base/combine-passes-no-reflect-hdr.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
@ -298,25 +298,28 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -193,7 +195,7 @@ scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
alias38 = "GlowPass"
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
@ -210,23 +212,32 @@ scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
alias40 = "BloomPass"
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader44 = ../../shaders/base/output-sdr.slang
scale_type44 = viewport
alias44 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -317,20 +328,24 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 41
shaders = 42
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -172,7 +174,7 @@ scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
alias35 = "GlowPass"
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
@ -189,23 +191,32 @@ scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
alias37 = "BloomPass"
shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader41 = ../../shaders/base/output-sdr.slang
scale_type41 = viewport
alias41 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -296,17 +307,21 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -147,22 +149,19 @@ scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
float_framebuffer34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-interlace.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
@ -193,13 +192,19 @@ shader38 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
float_framebuffer38 = "true"
alias38 = "CRTPass"
shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias39 = "MBZ_PostCRTPass"
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/output-hdr.slang
scale_type40 = viewport
alias40 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -291,28 +296,31 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 38
shaders = 39
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -135,22 +137,19 @@ scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
float_framebuffer32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader33 = ../../shaders/guest/hsm-interlace.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
@ -181,13 +180,19 @@ shader36 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
float_framebuffer36 = "true"
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader38 = ../../shaders/base/output-hdr.slang
scale_type38 = viewport
alias38 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -279,25 +284,28 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -214,19 +216,23 @@ alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -242,16 +248,19 @@ scale_type44 = absolute
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
float_framebuffer44 = true
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
float_framebuffer45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
float_framebuffer46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -263,6 +272,7 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
float_framebuffer47 = true
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -274,13 +284,13 @@ filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
float_framebuffer48 = true
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
alias49 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -390,20 +400,24 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -193,19 +195,23 @@ alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-image-layers.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -221,16 +227,19 @@ scale_type41 = absolute
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
float_framebuffer41 = true
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
float_framebuffer42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
float_framebuffer43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -242,6 +251,7 @@ filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
float_framebuffer44 = true
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -253,13 +263,13 @@ filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
float_framebuffer45 = true
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection.slang
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_CRTAndReflectionPass"
alias46 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -369,17 +379,21 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
shadowMask = 3
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -158,14 +160,19 @@ float_framebuffer33 = true
alias33 = "LinearizePass"
shader34 = ../../shaders/base/delinearize.slang
float_framebuffer34 = "true"
shader35 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear35 = "false"
scale_type35 = "viewport"
scale35 = "1.0"
float_framebuffer35 = "true"
alias35 = "CRTPass"
shader36 = ../../shaders/base/post-crt-prep-image-layers.slang
alias36 = "MBZ_PostCRTPass"
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -181,16 +188,19 @@ scale_type37 = absolute
// scale_y37 = 540
scale_x37 = 800
scale_y37 = 600
float_framebuffer37 = true
alias37 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader38 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input38 = true
filter_linear38 = true
float_framebuffer38 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear39 = true
float_framebuffer39 = true
alias39 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -202,6 +212,7 @@ filter_linear40 = true
scale_type40 = absolute
scale_x40 = 128
scale_y40 = 128
float_framebuffer40 = true
alias40 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -213,13 +224,13 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 12
scale_y41 = 12
float_framebuffer41 = true
alias41 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader42 = ../../shaders/base/reflection.slang
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "BR_CRTAndReflectionPass"
alias42 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -329,14 +340,13 @@ TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 100
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -110,9 +111,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -147,22 +149,19 @@ scale_x32 = 1.0
scale_y32 = 1.0
shader33 = ../../shaders/base/stock.slang
filter_linear33 = true
scale_type33 = source
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "PrePass"
mipmap_input33 = true
shader34 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear34 = true
scale_type34 = source
scale34 = 1.0
mipmap_input34 = true
float_framebuffer34 = true
alias34 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader35 = ../../shaders/guest/hsm-interlace.slang
filter_linear35 = true
scale_type35 = source
scale35 = 1.0
@ -193,19 +192,20 @@ shader38 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear38 = "false"
wrap_mode38 = "clamp_to_border"
mipmap_input38 = "false"
alias38 = ""
float_framebuffer38 = "false"
srgb_framebuffer38 = "false"
scale_type38 = "viewport"
float_framebuffer38 = "true"
alias38 = "CRTPass"
shader39 = ../../shaders/base/post-crt-prep-image-layers.slang
alias39 = "MBZ_PostCRTPass"
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader40 = ../../shaders/base/linearize-crt.slang
shader40 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input40 = true
filter_linear40 = true
scale_type40 = absolute
@ -215,16 +215,19 @@ scale_type40 = absolute
// scale_y40 = 540
scale_x40 = 800
scale_y40 = 600
float_framebuffer40 = true
alias40 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader41 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input41 = true
filter_linear41 = true
float_framebuffer41 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear42 = true
float_framebuffer42 = true
alias42 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -236,6 +239,7 @@ filter_linear43 = true
scale_type43 = absolute
scale_x43 = 128
scale_y43 = 128
float_framebuffer43 = true
alias43 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -247,13 +251,13 @@ filter_linear44 = true
scale_type44 = absolute
scale_x44 = 12
scale_y44 = 12
float_framebuffer44 = true
alias44 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader45 = ../../shaders/base/reflection.slang
scale_type45 = viewport
float_framebuffer45 = true
alias45 = "BR_CRTAndReflectionPass"
alias45 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -270,7 +274,7 @@ float_framebuffer47 = true
alias47 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader48 = ../../shaders/base/combine-passes.slang
shader48 = ../../shaders/base/combine-passes-hdr.slang
scale_type48 = viewport
alias48 = "CombinePass"
// Define textures to be used by the different passes
@ -364,28 +368,31 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = refpass
@ -124,9 +125,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -135,22 +137,19 @@ scale_x30 = 1.0
scale_y30 = 1.0
shader31 = ../../shaders/base/stock.slang
filter_linear31 = true
scale_type31 = source
scale_x31 = 1.0
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = "PrePass"
mipmap_input31 = true
shader32 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear32 = true
scale_type32 = source
scale32 = 1.0
mipmap_input32 = true
float_framebuffer32 = true
alias32 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader33 = ../../shaders/guest/hsm-interlace.slang
filter_linear33 = true
scale_type33 = source
scale33 = 1.0
@ -181,19 +180,20 @@ shader36 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear36 = "false"
wrap_mode36 = "clamp_to_border"
mipmap_input36 = "false"
alias36 = ""
float_framebuffer36 = "false"
srgb_framebuffer36 = "false"
scale_type36 = "viewport"
float_framebuffer36 = "true"
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-image-layers.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader38 = ../../shaders/base/linearize-crt.slang
shader38 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input38 = true
filter_linear38 = true
scale_type38 = absolute
@ -203,16 +203,19 @@ scale_type38 = absolute
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
float_framebuffer38 = true
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
float_framebuffer39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
float_framebuffer40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -224,6 +227,7 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
float_framebuffer41 = true
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -235,13 +239,13 @@ filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
float_framebuffer42 = true
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection.slang
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_CRTAndReflectionPass"
alias43 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -258,7 +262,7 @@ float_framebuffer45 = true
alias45 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader46 = ../../shaders/base/combine-passes.slang
shader46 = ../../shaders/base/combine-passes-hdr.slang
scale_type46 = viewport
alias46 = "CombinePass"
// Define textures to be used by the different passes
@ -352,25 +356,28 @@ TopLayerImage_mipmap = 1
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_DEDITHER_MODE = 1
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
ntsc_scale = 0.4
shadowMask = 3
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// SMOOTH-ADV
HSM_DEDITHER_MODE = "3.000000"
HSM_SCALEFX_ON = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30
ntsc_scale = 0.4
// Lottes mask, a bit like a slot mask effect
shadowMask = 1
mask_bloom = 0.3
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -80,20 +81,20 @@ filter_linear20 = "true"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = "SamplerBloom1"
float_framebuffer20 = "true"
srgb_framebuffer20 = "false"
scale_type_x20 = "source"
scale_x20 = "4.000000"
scale_type_y20 = "source"
scale_y20 = "4.000000"
float_framebuffer20 = "true"
shader21 = "../../../../reshade/shaders/bloom/BloomPass1.slang"
filter_linear21 = "true"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = "SamplerBloom2"
float_framebuffer21 = "true"
srgb_framebuffer21 = "false"
float_framebuffer21 = "true"
shader22 = "../../../../reshade/shaders/bloom/BloomPass2.slang"
filter_linear22 = "true"
@ -101,7 +102,6 @@ wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = "SamplerBloom3"
float_framebuffer22 = "true"
srgb_framebuffer22 = "false"
shader23 = "../../../../reshade/shaders/bloom/BloomPass3.slang"
filter_linear23 = "true"
@ -109,7 +109,6 @@ wrap_mode23 = "clamp_to_border"
mipmap_input23 = "false"
alias23 = "SamplerBloom4"
float_framebuffer23 = "true"
srgb_framebuffer23 = "false"
shader24 = "../../../../reshade/shaders/bloom/BloomPass4.slang"
filter_linear24 = "true"
@ -117,7 +116,6 @@ wrap_mode24 = "clamp_to_border"
mipmap_input24 = "false"
alias24 = "SamplerBloom5"
float_framebuffer24 = "true"
srgb_framebuffer24 = "false"
shader25 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang"
filter_linear25 = "true"
@ -125,7 +123,6 @@ wrap_mode25 = "clamp_to_border"
mipmap_input25 = "false"
alias25 = "LensFlare1"
float_framebuffer25 = "true"
srgb_framebuffer25 = "false"
shader26 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang"
filter_linear26 = "true"
@ -133,7 +130,6 @@ wrap_mode26 = "clamp_to_border"
mipmap_input26 = "false"
alias26 = "LensFlare2"
float_framebuffer26 = "true"
srgb_framebuffer26 = "false"
shader27 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang"
filter_linear27 = "true"
@ -141,19 +137,17 @@ wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = "LensFlare3"
float_framebuffer27 = "true"
srgb_framebuffer27 = "false"
shader28 = "../../../../reshade/shaders/bloom/LightingCombine.slang"
filter_linear28 = "true"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = ""
float_framebuffer28 = "false"
srgb_framebuffer28 = "false"
scale_type_x28 = "source"
scale_x28 = "0.250000"
scale_type_y28 = "source"
scale_y28 = "0.250000"
float_framebuffer28 = "true"
shader29 = ../../shaders/base/stock.slang
alias29 = "PreCRTPass"
@ -173,9 +167,10 @@ scale31 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader32 = ../../shaders/dogway/hsm-grade.slang
filter_linear32 = true
filter_linear32 = false
scale_type32 = source
scale32 = 1.0
alias32 = "ColorCorrectPass"
shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear33 = true
@ -242,19 +237,23 @@ alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -270,16 +269,19 @@ scale_type44 = absolute
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
float_framebuffer44 = true
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
float_framebuffer45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
float_framebuffer46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -291,6 +293,7 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
float_framebuffer47 = true
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -302,13 +305,13 @@ filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
float_framebuffer48 = true
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
alias49 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -138,9 +139,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -242,19 +244,23 @@ alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-image-layers.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -270,16 +276,19 @@ scale_type44 = absolute
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
float_framebuffer44 = true
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
float_framebuffer45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
float_framebuffer46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -291,6 +300,7 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
float_framebuffer47 = true
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -302,13 +312,13 @@ filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
float_framebuffer48 = true
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection.slang
scale_type49 = viewport
float_framebuffer49 = true
alias49 = "BR_CRTAndReflectionPass"
alias49 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -424,8 +434,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -437,9 +445,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -453,3 +461,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -152,9 +153,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -221,19 +223,23 @@ alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-image-layers.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -249,16 +255,19 @@ scale_type41 = absolute
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
float_framebuffer41 = true
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
float_framebuffer42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
float_framebuffer43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -270,6 +279,7 @@ filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
float_framebuffer44 = true
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -281,13 +291,13 @@ filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
float_framebuffer45 = true
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection.slang
scale_type46 = viewport
float_framebuffer46 = true
alias46 = "BR_CRTAndReflectionPass"
alias46 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -399,8 +409,6 @@ TopLayerImage_mipmap = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -412,9 +420,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -428,3 +436,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -143,9 +145,14 @@ shader31 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear31 = true
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "CRTPass"
g_gamma_out = 2.45
shader32 = ../../shaders/base/post-crt-prep-image-layers.slang
alias32 = "MBZ_PostCRTPass"
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -161,16 +168,19 @@ scale_type33 = absolute
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
float_framebuffer33 = true
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
float_framebuffer34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
float_framebuffer35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -182,6 +192,7 @@ filter_linear36 = true
scale_type36 = absolute
scale_x36 = 128
scale_y36 = 128
float_framebuffer36 = true
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -193,13 +204,13 @@ filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
float_framebuffer37 = true
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader38 = ../../shaders/base/reflection.slang
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_CRTAndReflectionPass"
alias38 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -139,17 +141,24 @@ float_framebuffer29 = true
alias29 = "LinearizePass"
shader30 = ../../shaders/base/delinearize.slang
scale_type30 = source
float_framebuffer30 = "true"
shader31 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type31 = viewport
scale_x31 = 1.0
scale_y31 = 1.0
filter_linear31 = true
float_framebuffer31 = "true"
alias31 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader32 = ../../shaders/base/post-crt-prep-image-layers.slang
alias32 = "MBZ_PostCRTPass"
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -165,16 +174,19 @@ scale_type33 = absolute
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
float_framebuffer33 = true
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
float_framebuffer34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
float_framebuffer35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -186,6 +198,7 @@ filter_linear36 = true
scale_type36 = absolute
scale_x36 = 128
scale_y36 = 128
float_framebuffer36 = true
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -197,13 +210,13 @@ filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
float_framebuffer37 = true
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader38 = ../../shaders/base/reflection.slang
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "BR_CRTAndReflectionPass"
alias38 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -127,17 +129,24 @@ float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/base/delinearize.slang
scale_type28 = source
float_framebuffer28 = "true"
shader29 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type29 = viewport
scale_x29 = 1.0
scale_y29 = 1.0
filter_linear29 = true
float_framebuffer29 = "true"
alias29 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader30 = ../../shaders/base/post-crt-prep-image-layers.slang
alias30 = "MBZ_PostCRTPass"
scale_type30 = viewport
float_framebuffer30 = true
alias30 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -153,16 +162,19 @@ scale_type31 = absolute
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
float_framebuffer31 = true
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
float_framebuffer32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
float_framebuffer33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -174,6 +186,7 @@ filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
float_framebuffer34 = true
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -185,13 +198,13 @@ filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
float_framebuffer35 = true
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection.slang
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_CRTAndReflectionPass"
alias36 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -183,19 +185,23 @@ alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-image-layers.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -211,16 +217,19 @@ scale_type38 = absolute
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
float_framebuffer38 = true
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
float_framebuffer39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
float_framebuffer40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -232,6 +241,7 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
float_framebuffer41 = true
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -243,13 +253,13 @@ filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
float_framebuffer42 = true
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection.slang
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "BR_CRTAndReflectionPass"
alias43 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -162,19 +164,23 @@ alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
float_framebuffer32 = true
shader33 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "CRTPass"
shader34 = ../../shaders/base/post-crt-prep-image-layers.slang
alias34 = "MBZ_PostCRTPass"
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -190,16 +196,19 @@ scale_type35 = absolute
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
float_framebuffer35 = true
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input36 = true
filter_linear36 = true
float_framebuffer36 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
float_framebuffer37 = true
alias37 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -211,6 +220,7 @@ filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
float_framebuffer38 = true
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -222,13 +232,13 @@ filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
float_framebuffer39 = true
alias39 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection.slang
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "BR_CRTAndReflectionPass"
alias40 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -127,14 +129,19 @@ float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/base/delinearize.slang
float_framebuffer28 = "true"
shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear29 = "false"
scale_type29 = "viewport"
scale29 = "1.0"
float_framebuffer29 = "true"
alias29 = "CRTPass"
shader30 = ../../shaders/base/post-crt-prep-image-layers.slang
alias30 = "MBZ_PostCRTPass"
scale_type30 = viewport
float_framebuffer30 = true
alias30 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -150,16 +157,19 @@ scale_type31 = absolute
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
float_framebuffer31 = true
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
float_framebuffer32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
float_framebuffer33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -171,6 +181,7 @@ filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
float_framebuffer34 = true
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -182,13 +193,13 @@ filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
float_framebuffer35 = true
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection.slang
scale_type36 = viewport
float_framebuffer36 = true
alias36 = "BR_CRTAndReflectionPass"
alias36 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -116,22 +118,19 @@ scale_x26 = 1.0
scale_y26 = 1.0
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
float_framebuffer27 = true
alias27 = "PrePass"
mipmap_input27 = true
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
mipmap_input28 = true
float_framebuffer28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader29 = ../../shaders/guest/hsm-interlace.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
@ -162,19 +161,20 @@ shader32 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
float_framebuffer32 = "true"
alias32 = "CRTPass"
shader33 = ../../shaders/base/post-crt-prep-image-layers.slang
alias33 = "MBZ_PostCRTPass"
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader34 = ../../shaders/base/linearize-crt.slang
shader34 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
@ -184,16 +184,19 @@ scale_type34 = absolute
// scale_y34 = 540
scale_x34 = 800
scale_y34 = 600
float_framebuffer34 = true
alias34 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input35 = true
filter_linear35 = true
float_framebuffer35 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear36 = true
float_framebuffer36 = true
alias36 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -205,6 +208,7 @@ filter_linear37 = true
scale_type37 = absolute
scale_x37 = 128
scale_y37 = 128
float_framebuffer37 = true
alias37 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -216,13 +220,13 @@ filter_linear38 = true
scale_type38 = absolute
scale_x38 = 12
scale_y38 = 12
float_framebuffer38 = true
alias38 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader39 = ../../shaders/base/reflection.slang
scale_type39 = viewport
float_framebuffer39 = true
alias39 = "BR_CRTAndReflectionPass"
alias39 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -239,7 +243,7 @@ float_framebuffer41 = true
alias41 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader42 = ../../shaders/base/combine-passes.slang
shader42 = ../../shaders/base/combine-passes-hdr.slang
scale_type42 = viewport
alias42 = "CombinePass"
// Define textures to be used by the different passes
@ -335,12 +339,11 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -104,22 +106,19 @@ scale_x24 = 1.0
scale_y24 = 1.0
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
mipmap_input26 = true
float_framebuffer26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-interlace.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
@ -150,19 +149,20 @@ shader30 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
float_framebuffer30 = "true"
alias30 = "CRTPass"
shader31 = ../../shaders/base/post-crt-prep-image-layers.slang
alias31 = "MBZ_PostCRTPass"
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader32 = ../../shaders/base/linearize-crt.slang
shader32 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
@ -172,16 +172,19 @@ scale_type32 = absolute
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
float_framebuffer32 = true
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input33 = true
filter_linear33 = true
float_framebuffer33 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
float_framebuffer34 = true
alias34 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -193,6 +196,7 @@ filter_linear35 = true
scale_type35 = absolute
scale_x35 = 128
scale_y35 = 128
float_framebuffer35 = true
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -204,13 +208,13 @@ filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
float_framebuffer36 = true
alias36 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader37 = ../../shaders/base/reflection.slang
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "BR_CRTAndReflectionPass"
alias37 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -227,7 +231,7 @@ float_framebuffer39 = true
alias39 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/combine-passes.slang
shader40 = ../../shaders/base/combine-passes-hdr.slang
scale_type40 = viewport
alias40 = "CombinePass"
// Define textures to be used by the different passes
@ -323,9 +327,8 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -80,20 +81,20 @@ filter_linear20 = "true"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = "SamplerBloom1"
float_framebuffer20 = "true"
srgb_framebuffer20 = "false"
scale_type_x20 = "source"
scale_x20 = "4.000000"
scale_type_y20 = "source"
scale_y20 = "4.000000"
float_framebuffer20 = "true"
shader21 = "../../../../reshade/shaders/bloom/BloomPass1.slang"
filter_linear21 = "true"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = "SamplerBloom2"
float_framebuffer21 = "true"
srgb_framebuffer21 = "false"
float_framebuffer21 = "true"
shader22 = "../../../../reshade/shaders/bloom/BloomPass2.slang"
filter_linear22 = "true"
@ -101,7 +102,6 @@ wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = "SamplerBloom3"
float_framebuffer22 = "true"
srgb_framebuffer22 = "false"
shader23 = "../../../../reshade/shaders/bloom/BloomPass3.slang"
filter_linear23 = "true"
@ -109,7 +109,6 @@ wrap_mode23 = "clamp_to_border"
mipmap_input23 = "false"
alias23 = "SamplerBloom4"
float_framebuffer23 = "true"
srgb_framebuffer23 = "false"
shader24 = "../../../../reshade/shaders/bloom/BloomPass4.slang"
filter_linear24 = "true"
@ -117,7 +116,6 @@ wrap_mode24 = "clamp_to_border"
mipmap_input24 = "false"
alias24 = "SamplerBloom5"
float_framebuffer24 = "true"
srgb_framebuffer24 = "false"
shader25 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang"
filter_linear25 = "true"
@ -125,7 +123,6 @@ wrap_mode25 = "clamp_to_border"
mipmap_input25 = "false"
alias25 = "LensFlare1"
float_framebuffer25 = "true"
srgb_framebuffer25 = "false"
shader26 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang"
filter_linear26 = "true"
@ -133,7 +130,6 @@ wrap_mode26 = "clamp_to_border"
mipmap_input26 = "false"
alias26 = "LensFlare2"
float_framebuffer26 = "true"
srgb_framebuffer26 = "false"
shader27 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang"
filter_linear27 = "true"
@ -141,19 +137,17 @@ wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = "LensFlare3"
float_framebuffer27 = "true"
srgb_framebuffer27 = "false"
shader28 = "../../../../reshade/shaders/bloom/LightingCombine.slang"
filter_linear28 = "true"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = ""
float_framebuffer28 = "false"
srgb_framebuffer28 = "false"
scale_type_x28 = "source"
scale_x28 = "0.250000"
scale_type_y28 = "source"
scale_y28 = "0.250000"
float_framebuffer28 = "true"
shader29 = ../../shaders/base/stock.slang
alias29 = "PreCRTPass"
@ -173,9 +167,10 @@ scale31 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader32 = ../../shaders/dogway/hsm-grade.slang
filter_linear32 = true
filter_linear32 = false
scale_type32 = source
scale32 = 1.0
alias32 = "ColorCorrectPass"
shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear33 = true
@ -242,19 +237,23 @@ alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-glass.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -270,16 +269,19 @@ scale_type44 = absolute
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
float_framebuffer44 = true
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
float_framebuffer45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
float_framebuffer46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -291,6 +293,7 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
float_framebuffer47 = true
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -302,12 +305,14 @@ filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
float_framebuffer48 = true
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection-glass.slang
scale_type49 = viewport
alias49 = "BR_CRTAndReflectionPass"
srgb_framebuffer49 = true
alias49 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "Dirt;Sprite;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -138,9 +139,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -242,19 +244,23 @@ alias40 = BloomPass
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-glass.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -270,16 +276,19 @@ scale_type44 = absolute
// scale_y44 = 540
scale_x44 = 800
scale_y44 = 600
float_framebuffer44 = true
alias44 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input45 = true
filter_linear45 = true
float_framebuffer45 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader46 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear46 = true
float_framebuffer46 = true
alias46 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -291,6 +300,7 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 128
scale_y47 = 128
float_framebuffer47 = true
alias47 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -302,12 +312,14 @@ filter_linear48 = true
scale_type48 = absolute
scale_x48 = 12
scale_y48 = 12
float_framebuffer48 = true
alias48 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader49 = ../../shaders/base/reflection-glass.slang
scale_type49 = viewport
alias49 = "BR_CRTAndReflectionPass"
srgb_framebuffer49 = true
alias49 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -440,8 +452,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -453,9 +463,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -469,3 +479,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -152,9 +153,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -221,19 +223,23 @@ alias37 = BloomPass
shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-glass.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -249,16 +255,19 @@ scale_type41 = absolute
// scale_y41 = 540
scale_x41 = 800
scale_y41 = 600
float_framebuffer41 = true
alias41 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader42 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input42 = true
filter_linear42 = true
float_framebuffer42 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader43 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear43 = true
float_framebuffer43 = true
alias43 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -270,6 +279,7 @@ filter_linear44 = true
scale_type44 = absolute
scale_x44 = 128
scale_y44 = 128
float_framebuffer44 = true
alias44 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -281,12 +291,14 @@ filter_linear45 = true
scale_type45 = absolute
scale_x45 = 12
scale_y45 = 12
float_framebuffer45 = true
alias45 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader46 = ../../shaders/base/reflection-glass.slang
scale_type46 = viewport
alias46 = "BR_CRTAndReflectionPass"
srgb_framebuffer46 = true
alias46 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -415,8 +427,6 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -428,9 +438,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -444,3 +454,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -143,9 +145,14 @@ shader31 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear31 = true
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "CRTPass"
g_gamma_out = 2.45
shader32 = ../../shaders/base/post-crt-prep-glass.slang
alias32 = "MBZ_PostCRTPass"
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -161,16 +168,19 @@ scale_type33 = absolute
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
float_framebuffer33 = true
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
float_framebuffer34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
float_framebuffer35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -182,6 +192,7 @@ filter_linear36 = true
scale_type36 = absolute
scale_x36 = 128
scale_y36 = 128
float_framebuffer36 = true
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -193,12 +204,14 @@ filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
float_framebuffer37 = true
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader38 = ../../shaders/base/reflection-glass.slang
scale_type38 = viewport
alias38 = "BR_CRTAndReflectionPass"
srgb_framebuffer38 = true
alias38 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -139,17 +141,24 @@ float_framebuffer29 = true
alias29 = "LinearizePass"
shader30 = ../../shaders/base/delinearize.slang
scale_type30 = source
float_framebuffer30 = "true"
shader31 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type31 = viewport
scale_x31 = 1.0
scale_y31 = 1.0
filter_linear31 = true
float_framebuffer31 = "true"
alias31 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader32 = ../../shaders/base/post-crt-prep-glass.slang
alias32 = "MBZ_PostCRTPass"
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -165,16 +174,19 @@ scale_type33 = absolute
// scale_y33 = 540
scale_x33 = 800
scale_y33 = 600
float_framebuffer33 = true
alias33 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input34 = true
filter_linear34 = true
float_framebuffer34 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear35 = true
float_framebuffer35 = true
alias35 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -186,6 +198,7 @@ filter_linear36 = true
scale_type36 = absolute
scale_x36 = 128
scale_y36 = 128
float_framebuffer36 = true
alias36 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -197,12 +210,14 @@ filter_linear37 = true
scale_type37 = absolute
scale_x37 = 12
scale_y37 = 12
float_framebuffer37 = true
alias37 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader38 = ../../shaders/base/reflection-glass.slang
scale_type38 = viewport
alias38 = "BR_CRTAndReflectionPass"
srgb_framebuffer38 = true
alias38 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -127,17 +129,24 @@ float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/base/delinearize.slang
scale_type28 = source
float_framebuffer28 = "true"
shader29 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type29 = viewport
scale_x29 = 1.0
scale_y29 = 1.0
filter_linear29 = true
float_framebuffer29 = "true"
alias29 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader30 = ../../shaders/base/post-crt-prep-glass.slang
alias30 = "MBZ_PostCRTPass"
scale_type30 = viewport
float_framebuffer30 = true
alias30 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -153,16 +162,19 @@ scale_type31 = absolute
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
float_framebuffer31 = true
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
float_framebuffer32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
float_framebuffer33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -174,6 +186,7 @@ filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
float_framebuffer34 = true
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -185,12 +198,14 @@ filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
float_framebuffer35 = true
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection-glass.slang
scale_type36 = viewport
alias36 = "BR_CRTAndReflectionPass"
srgb_framebuffer36 = true
alias36 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -183,19 +185,23 @@ alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -211,16 +217,19 @@ scale_type38 = absolute
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
float_framebuffer38 = true
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
float_framebuffer39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
float_framebuffer40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -232,6 +241,7 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
float_framebuffer41 = true
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -243,12 +253,14 @@ filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
float_framebuffer42 = true
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection-glass.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
srgb_framebuffer43 = true
alias43 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -162,19 +164,23 @@ alias31 = BloomPass
shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
float_framebuffer32 = true
shader33 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "CRTPass"
shader34 = ../../shaders/base/post-crt-prep-glass.slang
alias34 = "MBZ_PostCRTPass"
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -190,16 +196,19 @@ scale_type35 = absolute
// scale_y35 = 540
scale_x35 = 800
scale_y35 = 600
float_framebuffer35 = true
alias35 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input36 = true
filter_linear36 = true
float_framebuffer36 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader37 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear37 = true
float_framebuffer37 = true
alias37 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -211,6 +220,7 @@ filter_linear38 = true
scale_type38 = absolute
scale_x38 = 128
scale_y38 = 128
float_framebuffer38 = true
alias38 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -222,12 +232,14 @@ filter_linear39 = true
scale_type39 = absolute
scale_x39 = 12
scale_y39 = 12
float_framebuffer39 = true
alias39 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader40 = ../../shaders/base/reflection-glass.slang
scale_type40 = viewport
alias40 = "BR_CRTAndReflectionPass"
srgb_framebuffer40 = true
alias40 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -127,14 +129,19 @@ float_framebuffer27 = true
alias27 = "LinearizePass"
shader28 = ../../shaders/base/delinearize.slang
float_framebuffer28 = "true"
shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear29 = "false"
scale_type29 = "viewport"
scale29 = "1.0"
float_framebuffer29 = "true"
alias29 = "CRTPass"
shader30 = ../../shaders/base/post-crt-prep-glass.slang
alias30 = "MBZ_PostCRTPass"
scale_type30 = viewport
float_framebuffer30 = true
alias30 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -150,16 +157,19 @@ scale_type31 = absolute
// scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
float_framebuffer31 = true
alias31 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
float_framebuffer32 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
float_framebuffer33 = true
alias33 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -171,6 +181,7 @@ filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
float_framebuffer34 = true
alias34 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -182,12 +193,14 @@ filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
float_framebuffer35 = true
alias35 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader36 = ../../shaders/base/reflection-glass.slang
scale_type36 = viewport
alias36 = "BR_CRTAndReflectionPass"
srgb_framebuffer36 = true
alias36 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 40
shaders = 41
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -116,22 +118,19 @@ scale_x26 = 1.0
scale_y26 = 1.0
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
float_framebuffer27 = true
alias27 = "PrePass"
mipmap_input27 = true
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
mipmap_input28 = true
float_framebuffer28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader29 = ../../shaders/guest/hsm-interlace.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
@ -162,19 +161,20 @@ shader32 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
float_framebuffer32 = "true"
alias32 = "CRTPass"
shader33 = ../../shaders/base/post-crt-prep-glass.slang
alias33 = "MBZ_PostCRTPass"
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader34 = ../../shaders/base/linearize-crt.slang
shader34 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
@ -184,16 +184,19 @@ scale_type34 = absolute
// scale_y34 = 540
scale_x34 = 800
scale_y34 = 600
float_framebuffer34 = true
alias34 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader35 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input35 = true
filter_linear35 = true
float_framebuffer35 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader36 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear36 = true
float_framebuffer36 = true
alias36 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -205,6 +208,7 @@ filter_linear37 = true
scale_type37 = absolute
scale_x37 = 128
scale_y37 = 128
float_framebuffer37 = true
alias37 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -216,12 +220,18 @@ filter_linear38 = true
scale_type38 = absolute
scale_x38 = 12
scale_y38 = 12
float_framebuffer38 = true
alias38 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader39 = ../../shaders/base/reflection-glass.slang
shader39 = ../../shaders/base/reflection-glass-hdr.slang
scale_type39 = viewport
alias39 = "BR_CRTAndReflectionPass"
alias39 = "ReflectionPass"
// Combine Passes ----------------------------------------------------------------
shader40 = ../../shaders/base/output-hdr.slang
scale_type40 = viewport
alias40 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -351,12 +361,11 @@ g_vignette = "0.0"
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 38
shaders = 39
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -104,22 +106,19 @@ scale_x24 = 1.0
scale_y24 = 1.0
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
mipmap_input26 = true
float_framebuffer26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-interlace.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
@ -150,19 +149,20 @@ shader30 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
float_framebuffer30 = "true"
alias30 = "CRTPass"
shader31 = ../../shaders/base/post-crt-prep-glass.slang
alias31 = "MBZ_PostCRTPass"
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader32 = ../../shaders/base/linearize-crt.slang
shader32 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
@ -172,16 +172,19 @@ scale_type32 = absolute
// scale_y32 = 540
scale_x32 = 800
scale_y32 = 600
float_framebuffer32 = true
alias32 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader33 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input33 = true
filter_linear33 = true
float_framebuffer33 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader34 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear34 = true
float_framebuffer34 = true
alias34 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -193,6 +196,7 @@ filter_linear35 = true
scale_type35 = absolute
scale_x35 = 128
scale_y35 = 128
float_framebuffer35 = true
alias35 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -204,12 +208,18 @@ filter_linear36 = true
scale_type36 = absolute
scale_x36 = 12
scale_y36 = 12
float_framebuffer36 = true
alias36 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader37 = ../../shaders/base/reflection-glass.slang
shader37 = ../../shaders/base/reflection-glass-hdr.slang
scale_type37 = viewport
alias37 = "BR_CRTAndReflectionPass"
alias37 = "ReflectionPass"
// Combine Passes ----------------------------------------------------------------
shader38 = ../../shaders/base/output-hdr.slang
scale_type38 = viewport
alias38 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -339,9 +349,8 @@ g_vignette = "0.0"
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -138,9 +139,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -221,7 +223,7 @@ scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
alias38 = "GlowPass"
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
@ -238,23 +240,27 @@ scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
alias40 = "BloomPass"
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -370,8 +376,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -383,9 +387,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -399,3 +403,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -152,9 +153,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -200,7 +202,7 @@ scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
alias35 = "GlowPass"
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
@ -217,23 +219,27 @@ scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
alias37 = "BloomPass"
shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -345,8 +351,6 @@ TopLayerImage_mipmap = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -358,9 +362,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -374,3 +378,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -162,7 +164,7 @@ scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
float_framebuffer32 = true
alias32 = GlowPass
alias32 = "GlowPass"
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
@ -179,23 +181,27 @@ scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
alias34 = BloomPass
alias34 = "BloomPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -141,7 +143,7 @@ scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
float_framebuffer29 = true
alias29 = GlowPass
alias29 = "GlowPass"
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear30 = true
@ -158,23 +160,27 @@ scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = BloomPass
alias31 = "BloomPass"
shader32 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
float_framebuffer32 = true
shader33 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "CRTPass"
shader34 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias34 = "MBZ_PostCRTPass"
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -116,22 +118,19 @@ scale_x26 = 1.0
scale_y26 = 1.0
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
float_framebuffer27 = true
alias27 = "PrePass"
mipmap_input27 = true
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
mipmap_input28 = true
float_framebuffer28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader29 = ../../shaders/guest/hsm-interlace.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
@ -162,13 +161,14 @@ shader32 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
float_framebuffer32 = "true"
alias32 = "CRTPass"
shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias33 = "MBZ_PostCRTPass"
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -185,7 +185,7 @@ float_framebuffer35 = true
alias35 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader36 = ../../shaders/base/combine-passes-no-reflect.slang
shader36 = ../../shaders/base/combine-passes-no-reflect-hdr.slang
scale_type36 = viewport
alias36 = "CombinePass"
// Define textures to be used by the different passes
@ -281,12 +281,11 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -104,22 +106,19 @@ scale_x24 = 1.0
scale_y24 = 1.0
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
mipmap_input26 = true
float_framebuffer26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-interlace.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
@ -150,13 +149,14 @@ shader30 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
float_framebuffer30 = "true"
alias30 = "CRTPass"
shader31 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias31 = "MBZ_PostCRTPass"
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -173,7 +173,7 @@ float_framebuffer33 = true
alias33 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader34 = ../../shaders/base/combine-passes-no-reflect.slang
shader34 = ../../shaders/base/combine-passes-no-reflect-hdr.slang
scale_type34 = viewport
alias34 = "CombinePass"
// Define textures to be used by the different passes
@ -269,9 +269,8 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -1,4 +1,4 @@
shaders = 44
shaders = 45
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -138,9 +139,10 @@ scale26 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader27 = ../../shaders/dogway/hsm-grade.slang
filter_linear27 = true
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../shaders/base/stock.slang
alias28 = "PrePass0"
@ -221,7 +223,7 @@ scale_x38 = 640.0
scale_type_y38 = absolute
scale_y38 = 480.0
float_framebuffer38 = true
alias38 = GlowPass
alias38 = "GlowPass"
shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear39 = true
@ -238,23 +240,32 @@ scale_x40 = 640.0
scale_type_y40 = absolute
scale_y40 = 480.0
float_framebuffer40 = true
alias40 = BloomPass
alias40 = "BloomPass"
shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear41 = true
float_framebuffer41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
shader42 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear42 = true
scale_type42 = viewport
scale_x42 = 1.0
scale_y42 = 1.0
float_framebuffer42 = true
alias42 = "CRTPass"
shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias43 = "MBZ_PostCRTPass"
scale_type43 = viewport
float_framebuffer43 = true
alias43 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader44 = ../../shaders/base/output-sdr.slang
scale_type44 = viewport
alias44 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -351,8 +362,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -364,9 +373,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -380,3 +389,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 41
shaders = 42
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
// filter_linear18 = "false"
@ -152,9 +153,10 @@ scale28 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader29 = ../../shaders/dogway/hsm-grade.slang
filter_linear29 = true
filter_linear29 = false
scale_type29 = source
scale29 = 1.0
alias29 = "ColorCorrectPass"
shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear30 = true
@ -200,7 +202,7 @@ scale_x35 = 800.0
scale_type_y35 = absolute
scale_y35 = 600.0
float_framebuffer35 = true
alias35 = GlowPass
alias35 = "GlowPass"
shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear36 = true
@ -217,23 +219,32 @@ scale_x37 = 1.0
scale_type_y37 = source
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = BloomPass
alias37 = "BloomPass"
shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear38 = true
float_framebuffer38 = true
scale_type38 = viewport
scale_x38 = 1.0
scale_y38 = 1.0
float_framebuffer38 = true
shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear39 = true
scale_type39 = viewport
scale_x39 = 1.0
scale_y39 = 1.0
float_framebuffer39 = true
alias39 = "CRTPass"
shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias40 = "MBZ_PostCRTPass"
scale_type40 = viewport
float_framebuffer40 = true
alias40 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader41 = ../../shaders/base/output-sdr.slang
scale_type41 = viewport
alias41 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -326,8 +337,6 @@ TopLayerImage_mipmap = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -339,9 +348,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -355,3 +364,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 38
shaders = 39
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -162,7 +164,7 @@ scale_x32 = 640.0
scale_type_y32 = absolute
scale_y32 = 480.0
float_framebuffer32 = true
alias32 = GlowPass
alias32 = "GlowPass"
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
@ -179,23 +181,32 @@ scale_x34 = 640.0
scale_type_y34 = absolute
scale_y34 = 480.0
float_framebuffer34 = true
alias34 = BloomPass
alias34 = "BloomPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader38 = ../../shaders/base/output-sdr.slang
scale_type38 = viewport
alias38 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 35
shaders = 36
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -141,7 +143,7 @@ scale_x29 = 800.0
scale_type_y29 = absolute
scale_y29 = 600.0
float_framebuffer29 = true
alias29 = GlowPass
alias29 = "GlowPass"
shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear30 = true
@ -158,23 +160,32 @@ scale_x31 = 1.0
scale_type_y31 = source
scale_y31 = 1.0
float_framebuffer31 = true
alias31 = BloomPass
alias31 = "BloomPass"
shader32 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear32 = true
float_framebuffer32 = true
scale_type32 = viewport
scale_x32 = 1.0
scale_y32 = 1.0
float_framebuffer32 = true
shader33 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear33 = true
scale_type33 = viewport
scale_x33 = 1.0
scale_y33 = 1.0
float_framebuffer33 = true
alias33 = "CRTPass"
shader34 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias34 = "MBZ_PostCRTPass"
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader35 = ../../shaders/base/output-sdr.slang
scale_type35 = viewport
alias35 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 34
shaders = 35
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
shader18 = ../../shaders/base/stock.slang
alias18 = "PreCRTPass"
@ -79,9 +80,10 @@ scale20 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../shaders/dogway/hsm-grade.slang
filter_linear21 = true
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../shaders/base/stock.slang
alias22 = "PrePass0"
@ -116,22 +118,19 @@ scale_x26 = 1.0
scale_y26 = 1.0
shader27 = ../../shaders/base/stock.slang
filter_linear27 = true
scale_type27 = source
scale_x27 = 1.0
scale_y27 = 1.0
float_framebuffer27 = true
alias27 = "PrePass"
mipmap_input27 = true
shader28 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear28 = true
scale_type28 = source
scale28 = 1.0
mipmap_input28 = true
float_framebuffer28 = true
alias28 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader29 = ../../shaders/guest/hsm-interlace.slang
filter_linear29 = true
scale_type29 = source
scale29 = 1.0
@ -162,13 +161,19 @@ shader32 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear32 = "false"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "false"
alias32 = ""
float_framebuffer32 = "false"
srgb_framebuffer32 = "false"
scale_type32 = "viewport"
float_framebuffer32 = "true"
alias32 = "CRTPass"
shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias33 = "MBZ_PostCRTPass"
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader34 = ../../shaders/base/output-hdr.slang
scale_type34 = viewport
alias34 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -262,12 +267,11 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 32
shaders = 33
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias17 = "DeditherPass"
// GTU TV Processing
shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang
@ -93,9 +94,10 @@ scale22 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader23 = ../../shaders/dogway/hsm-grade.slang
filter_linear23 = true
filter_linear23 = false
scale_type23 = source
scale23 = 1.0
alias23 = "ColorCorrectPass"
shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear24 = true
@ -104,22 +106,19 @@ scale_x24 = 1.0
scale_y24 = 1.0
shader25 = ../../shaders/base/stock.slang
filter_linear25 = true
scale_type25 = source
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "PrePass"
mipmap_input25 = true
shader26 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear26 = true
scale_type26 = source
scale26 = 1.0
mipmap_input26 = true
float_framebuffer26 = true
alias26 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader27 = ../../shaders/guest/hsm-interlace.slang
filter_linear27 = true
scale_type27 = source
scale27 = 1.0
@ -150,13 +149,19 @@ shader30 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear30 = "false"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "false"
alias30 = ""
float_framebuffer30 = "false"
srgb_framebuffer30 = "false"
scale_type30 = "viewport"
float_framebuffer30 = "true"
alias30 = "CRTPass"
shader31 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias31 = "MBZ_PostCRTPass"
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader32 = ../../shaders/base/output-hdr.slang
scale_type32 = viewport
alias32 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -250,9 +255,8 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
@ -240,19 +242,23 @@ alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
float_framebuffer40 = true
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
alias41 = "CRTPass"
shader42 = ../../shaders/base/post-crt-prep-glass.slang
alias42 = "MBZ_PostCRTPass"
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -268,16 +274,19 @@ scale_type43 = absolute
// scale_y43 = 540
scale_x43 = 800
scale_y43 = 600
float_framebuffer43 = true
alias43 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader44 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input44 = true
filter_linear44 = true
float_framebuffer44 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader45 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear45 = true
float_framebuffer45 = true
alias45 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -289,6 +298,7 @@ filter_linear46 = true
scale_type46 = absolute
scale_x46 = 128
scale_y46 = 128
float_framebuffer46 = true
alias46 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -300,12 +310,14 @@ filter_linear47 = true
scale_type47 = absolute
scale_x47 = 12
scale_y47 = 12
float_framebuffer47 = true
alias47 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader48 = ../../shaders/base/reflection-glass.slang
scale_type48 = viewport
alias48 = "BR_CRTAndReflectionPass"
srgb_framebuffer48 = true
alias48 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -438,8 +450,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -451,9 +461,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -467,3 +477,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
@ -205,19 +207,23 @@ alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-glass.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
@ -233,16 +239,19 @@ scale_type38 = absolute
// scale_y38 = 540
scale_x38 = 800
scale_y38 = 600
float_framebuffer38 = true
alias38 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader39 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input39 = true
filter_linear39 = true
float_framebuffer39 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader40 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear40 = true
float_framebuffer40 = true
alias40 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
@ -254,6 +263,7 @@ filter_linear41 = true
scale_type41 = absolute
scale_x41 = 128
scale_y41 = 128
float_framebuffer41 = true
alias41 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
@ -265,12 +275,14 @@ filter_linear42 = true
scale_type42 = absolute
scale_x42 = 12
scale_y42 = 12
float_framebuffer42 = true
alias42 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader43 = ../../shaders/base/reflection-glass.slang
scale_type43 = viewport
alias43 = "BR_CRTAndReflectionPass"
srgb_framebuffer43 = true
alias43 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -399,8 +411,6 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -412,9 +422,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -428,3 +438,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 27
shaders = 28
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,148 +40,165 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
filter_linear19 = true
shader19 = ../../shaders/base/delinearize.slang
scale_type19 = source
float_framebuffer19 = "true"
shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
filter_linear20 = true
float_framebuffer20 = "true"
alias20 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader20 = ../../shaders/base/post-crt-prep-glass.slang
alias20 = "MBZ_PostCRTPass"
shader21 = ../../shaders/base/post-crt-prep-glass.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader21 = ../../shaders/base/linearize-crt.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
// scale_x21 = 480
// scale_y21 = 270
// scale_x21 = 960
// scale_y21 = 540
scale_x21 = 800
scale_y21 = 600
alias21 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader22 = ../../shaders/base/blur-outside-screen-horiz.slang
shader22 = ../../shaders/base/linearize-crt.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
// scale_x22 = 480
// scale_y22 = 270
// scale_x22 = 960
// scale_y22 = 540
scale_x22 = 800
scale_y22 = 600
float_framebuffer22 = true
alias22 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input23 = true
filter_linear23 = true
float_framebuffer23 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear23 = true
alias23 = "BR_MirrorBlurredPass"
shader24 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear24 = true
float_framebuffer24 = true
alias24 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader24 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input24 = true
filter_linear24 = true
scale_type24 = absolute
scale_x24 = 128
scale_y24 = 128
alias24 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader25 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input25 = true
filter_linear25 = true
scale_type25 = absolute
scale_x25 = 12
scale_y25 = 12
alias25 = "BR_MirrorFullscreenGlowPass"
scale_x25 = 128
scale_y25 = 128
float_framebuffer25 = true
alias25 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader26 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
scale_x26 = 12
scale_y26 = 12
float_framebuffer26 = true
alias26 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader26 = ../../shaders/base/reflection-glass.slang
scale_type26 = viewport
alias26 = "BR_CRTAndReflectionPass"
shader27 = ../../shaders/base/reflection-glass.slang
scale_type27 = viewport
srgb_framebuffer27 = true
alias27 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 23
shaders = 24
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,122 +40,139 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type15 = viewport
scale_x15 = 1.0
scale_y15 = 1.0
filter_linear15 = true
shader15 = ../../shaders/base/delinearize.slang
scale_type15 = source
float_framebuffer15 = "true"
shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type16 = viewport
scale_x16 = 1.0
scale_y16 = 1.0
filter_linear16 = true
float_framebuffer16 = "true"
alias16 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader16 = ../../shaders/base/post-crt-prep-glass.slang
alias16 = "MBZ_PostCRTPass"
shader17 = ../../shaders/base/post-crt-prep-glass.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader17 = ../../shaders/base/linearize-crt.slang
mipmap_input17 = true
filter_linear17 = true
scale_type17 = absolute
// scale_x17 = 480
// scale_y17 = 270
// scale_x17 = 960
// scale_y17 = 540
scale_x17 = 800
scale_y17 = 600
alias17 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader18 = ../../shaders/base/blur-outside-screen-horiz.slang
shader18 = ../../shaders/base/linearize-crt.slang
mipmap_input18 = true
filter_linear18 = true
scale_type18 = absolute
// scale_x18 = 480
// scale_y18 = 270
// scale_x18 = 960
// scale_y18 = 540
scale_x18 = 800
scale_y18 = 600
float_framebuffer18 = true
alias18 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input19 = true
filter_linear19 = true
float_framebuffer19 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear19 = true
alias19 = "BR_MirrorBlurredPass"
shader20 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear20 = true
float_framebuffer20 = true
alias20 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader20 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input20 = true
filter_linear20 = true
scale_type20 = absolute
scale_x20 = 128
scale_y20 = 128
alias20 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader21 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
scale_x21 = 12
scale_y21 = 12
alias21 = "BR_MirrorFullscreenGlowPass"
scale_x21 = 128
scale_y21 = 128
float_framebuffer21 = true
alias21 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 12
scale_y22 = 12
float_framebuffer22 = true
alias22 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader22 = ../../shaders/base/reflection-glass.slang
scale_type22 = viewport
alias22 = "BR_CRTAndReflectionPass"
shader23 = ../../shaders/base/reflection-glass.slang
scale_type23 = viewport
srgb_framebuffer23 = true
alias23 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 32
shaders = 33
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,194 +40,208 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type_x18 = viewport
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = Pass1
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear19 = true
scale_type_x19 = absolute
scale_x19 = 640.0
scale_type_x19 = viewport
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
float_framebuffer19 = true
alias19 = Pass1
shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 640.0
scale_type_y20 = absolute
scale_y20 = 480.0
scale_type_y20 = source
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = GlowPass
shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 640.0
scale_type_y21 = absolute
scale_y21 = 480.0
float_framebuffer21 = true
alias21 = GlowPass
shader22 = ../../shaders/guest/hsm-bloom_vertical.slang
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 640.0
scale_type_y22 = absolute
scale_y22 = 480.0
float_framebuffer22 = true
alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear23 = true
scale_type_x23 = absolute
scale_x23 = 640.0
scale_type_y23 = absolute
scale_y23 = 480.0
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
alias23 = BloomPass
shader24 = ../../shaders/guest/hsm-deconvergence.slang
shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/post-crt-prep-glass.slang
alias25 = "MBZ_PostCRTPass"
shader25 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "CRTPass"
shader26 = ../../shaders/base/post-crt-prep-glass.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader26 = ../../shaders/base/linearize-crt.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
// scale_x26 = 480
// scale_y26 = 270
// scale_x26 = 960
// scale_y26 = 540
scale_x26 = 800
scale_y26 = 600
alias26 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader27 = ../../shaders/base/blur-outside-screen-horiz.slang
shader27 = ../../shaders/base/linearize-crt.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
// scale_x27 = 480
// scale_y27 = 270
// scale_x27 = 960
// scale_y27 = 540
scale_x27 = 800
scale_y27 = 600
float_framebuffer27 = true
alias27 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input28 = true
filter_linear28 = true
float_framebuffer28 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear28 = true
alias28 = "BR_MirrorBlurredPass"
shader29 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear29 = true
float_framebuffer29 = true
alias29 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader29 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input29 = true
filter_linear29 = true
scale_type29 = absolute
scale_x29 = 128
scale_y29 = 128
alias29 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader30 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
scale_x30 = 12
scale_y30 = 12
alias30 = "BR_MirrorFullscreenGlowPass"
scale_x30 = 128
scale_y30 = 128
float_framebuffer30 = true
alias30 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader31 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
scale_x31 = 12
scale_y31 = 12
float_framebuffer31 = true
alias31 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader31 = ../../shaders/base/reflection-glass.slang
scale_type31 = viewport
alias31 = "BR_CRTAndReflectionPass"
shader32 = ../../shaders/base/reflection-glass.slang
scale_type32 = viewport
srgb_framebuffer32 = true
alias32 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 27
shaders = 28
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,159 +40,173 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type_x14 = absolute
scale_x14 = 800.0
scale_type_y14 = source
scale_y14 = 1.0
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear15 = true
scale_type_x15 = absolute
scale_x15 = 800.0
scale_type_y15 = absolute
scale_y15 = 600.0
scale_type_y15 = source
scale_y15 = 1.0
float_framebuffer15 = true
alias15 = GlowPass
shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear16 = true
scale_type_x16 = absolute
scale_x16 = 800.0
scale_type_y16 = absolute
scale_y16 = 600.0
float_framebuffer16 = true
alias16 = GlowPass
shader17 = ../../shaders/guest/hsm-bloom_vertical.slang
shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear17 = true
scale_type_x17 = source
scale_x17 = 1.0
scale_type_y17 = source
scale_y17 = 1.0
scale_type_x17 = absolute
scale_x17 = 800.0
scale_type_y17 = absolute
scale_y17 = 600.0
float_framebuffer17 = true
alias17 = BloomPass
shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader18 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear18 = true
float_framebuffer18 = true
scale_type18 = viewport
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
float_framebuffer18 = true
alias18 = BloomPass
shader19 = ../../shaders/guest/hsm-deconvergence.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear19 = true
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/post-crt-prep-glass.slang
alias20 = "MBZ_PostCRTPass"
shader20 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear20 = true
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = "CRTPass"
shader21 = ../../shaders/base/post-crt-prep-glass.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader21 = ../../shaders/base/linearize-crt.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
// scale_x21 = 480
// scale_y21 = 270
// scale_x21 = 960
// scale_y21 = 540
scale_x21 = 800
scale_y21 = 600
alias21 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader22 = ../../shaders/base/blur-outside-screen-horiz.slang
shader22 = ../../shaders/base/linearize-crt.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
// scale_x22 = 480
// scale_y22 = 270
// scale_x22 = 960
// scale_y22 = 540
scale_x22 = 800
scale_y22 = 600
float_framebuffer22 = true
alias22 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input23 = true
filter_linear23 = true
float_framebuffer23 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear23 = true
alias23 = "BR_MirrorBlurredPass"
shader24 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear24 = true
float_framebuffer24 = true
alias24 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader24 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input24 = true
filter_linear24 = true
scale_type24 = absolute
scale_x24 = 128
scale_y24 = 128
alias24 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader25 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input25 = true
filter_linear25 = true
scale_type25 = absolute
scale_x25 = 12
scale_y25 = 12
alias25 = "BR_MirrorFullscreenGlowPass"
scale_x25 = 128
scale_y25 = 128
float_framebuffer25 = true
alias25 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader26 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
scale_x26 = 12
scale_y26 = 12
float_framebuffer26 = true
alias26 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader26 = ../../shaders/base/reflection-glass.slang
scale_type26 = viewport
alias26 = "BR_CRTAndReflectionPass"
shader27 = ../../shaders/base/reflection-glass.slang
scale_type27 = viewport
srgb_framebuffer27 = true
alias27 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 23
shaders = 24
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,119 +40,134 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear15 = "false"
scale_type15 = "viewport"
scale15 = "1.0"
shader15 = ../../shaders/base/delinearize.slang
float_framebuffer15 = "true"
shader16 = ../../shaders/base/post-crt-prep-glass.slang
alias16 = "MBZ_PostCRTPass"
shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear16 = "false"
scale_type16 = "viewport"
scale16 = "1.0"
float_framebuffer16 = "true"
alias16 = "CRTPass"
shader17 = ../../shaders/base/post-crt-prep-glass.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader17 = ../../shaders/base/linearize-crt.slang
mipmap_input17 = true
filter_linear17 = true
scale_type17 = absolute
// scale_x17 = 480
// scale_y17 = 270
// scale_x17 = 960
// scale_y17 = 540
scale_x17 = 800
scale_y17 = 600
alias17 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader18 = ../../shaders/base/blur-outside-screen-horiz.slang
shader18 = ../../shaders/base/linearize-crt.slang
mipmap_input18 = true
filter_linear18 = true
scale_type18 = absolute
// scale_x18 = 480
// scale_y18 = 270
// scale_x18 = 960
// scale_y18 = 540
scale_x18 = 800
scale_y18 = 600
float_framebuffer18 = true
alias18 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input19 = true
filter_linear19 = true
float_framebuffer19 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear19 = true
alias19 = "BR_MirrorBlurredPass"
shader20 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear20 = true
float_framebuffer20 = true
alias20 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader20 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input20 = true
filter_linear20 = true
scale_type20 = absolute
scale_x20 = 128
scale_y20 = 128
alias20 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader21 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
scale_x21 = 12
scale_y21 = 12
alias21 = "BR_MirrorFullscreenGlowPass"
scale_x21 = 128
scale_y21 = 128
float_framebuffer21 = true
alias21 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 12
scale_y22 = 12
float_framebuffer22 = true
alias22 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader22 = ../../shaders/base/reflection-glass.slang
scale_type22 = viewport
alias22 = "BR_CRTAndReflectionPass"
shader23 = ../../shaders/base/reflection-glass.slang
scale_type23 = viewport
srgb_framebuffer23 = true
alias23 = "ReflectionPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 28
shaders = 30
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,167 +40,179 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
mipmap_input16 = true
alias16 = "AvgLumPass"
shader16 = ../../shaders/base/stock.slang
float_framebuffer16 = true
alias16 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
mipmap_input17 = true
float_framebuffer17 = true
alias17 = "LinearizePass"
alias17 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear18 = "false"
scale_type18 = "source"
scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear19 = "false"
scale_type19 = "source"
scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
alias19 = "SourceSDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron.slang"
shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear20 = "false"
scale_type20 = "source"
scale20 = "1.0"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "false"
scale_type20 = "viewport"
alias20 = "SourceHDR"
float_framebuffer20 = "true"
shader21 = ../../shaders/base/post-crt-prep-glass.slang
alias21 = "MBZ_PostCRTPass"
shader21 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
scale_type21 = "viewport"
float_framebuffer21 = "true"
alias21 = "CRTPass"
shader22 = ../../shaders/base/post-crt-prep-glass.slang
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader22 = ../../shaders/base/linearize-crt.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
// scale_x22 = 480
// scale_y22 = 270
// scale_x22 = 960
// scale_y22 = 540
scale_x22 = 800
scale_y22 = 600
alias22 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-horiz.slang
shader23 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input23 = true
filter_linear23 = true
scale_type23 = absolute
// scale_x23 = 480
// scale_y23 = 270
// scale_x23 = 960
// scale_y23 = 540
scale_x23 = 800
scale_y23 = 600
float_framebuffer23 = true
alias23 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader24 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input24 = true
filter_linear24 = true
float_framebuffer24 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader24 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear24 = true
alias24 = "BR_MirrorBlurredPass"
shader25 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear25 = true
float_framebuffer25 = true
alias25 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader25 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input25 = true
filter_linear25 = true
scale_type25 = absolute
scale_x25 = 128
scale_y25 = 128
alias25 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader26 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
scale_x26 = 12
scale_y26 = 12
alias26 = "BR_MirrorFullscreenGlowPass"
scale_x26 = 128
scale_y26 = 128
float_framebuffer26 = true
alias26 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader27 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
scale_x27 = 12
scale_y27 = 12
float_framebuffer27 = true
alias27 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader27 = ../../shaders/base/reflection-glass.slang
scale_type27 = viewport
alias27 = "BR_CRTAndReflectionPass"
shader28 = ../../shaders/base/reflection-glass-hdr.slang
scale_type28 = viewport
alias28 = "ReflectionPass"
// Combine Passes ----------------------------------------------------------------
shader29 = ../../shaders/base/output-hdr.slang
scale_type29 = viewport
alias29 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -330,12 +342,11 @@ g_vignette = "0.0"
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 24
shaders = 26
shader0 = ../../shaders/base/add-params-glass.slang
alias0 = "CorePass"
@ -40,141 +40,153 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
mipmap_input12 = true
alias12 = "AvgLumPass"
shader12 = ../../shaders/base/stock.slang
float_framebuffer12 = true
alias12 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
float_framebuffer13 = true
alias13 = "LinearizePass"
alias13 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear14 = "false"
scale_type14 = "source"
scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear15 = "false"
scale_type15 = "source"
scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
alias15 = "SourceSDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron.slang"
shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear16 = "false"
scale_type16 = "source"
scale16 = "1.0"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type16 = "viewport"
alias16 = "SourceHDR"
float_framebuffer16 = "true"
shader17 = ../../shaders/base/post-crt-prep-glass.slang
alias17 = "MBZ_PostCRTPass"
shader17 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear17 = "false"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
scale_type17 = "viewport"
float_framebuffer17 = "true"
alias17 = "CRTPass"
shader18 = ../../shaders/base/post-crt-prep-glass.slang
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader18 = ../../shaders/base/linearize-crt.slang
mipmap_input18 = true
filter_linear18 = true
scale_type18 = absolute
// scale_x18 = 480
// scale_y18 = 270
// scale_x18 = 960
// scale_y18 = 540
scale_x18 = 800
scale_y18 = 600
alias18 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-horiz.slang
shader19 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input19 = true
filter_linear19 = true
scale_type19 = absolute
// scale_x19 = 480
// scale_y19 = 270
// scale_x19 = 960
// scale_y19 = 540
scale_x19 = 800
scale_y19 = 600
float_framebuffer19 = true
alias19 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader20 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input20 = true
filter_linear20 = true
float_framebuffer20 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader20 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear20 = true
alias20 = "BR_MirrorBlurredPass"
shader21 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear21 = true
float_framebuffer21 = true
alias21 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader21 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
scale_x21 = 128
scale_y21 = 128
alias21 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 12
scale_y22 = 12
alias22 = "BR_MirrorFullscreenGlowPass"
scale_x22 = 128
scale_y22 = 128
float_framebuffer22 = true
alias22 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader23 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input23 = true
filter_linear23 = true
scale_type23 = absolute
scale_x23 = 12
scale_y23 = 12
float_framebuffer23 = true
alias23 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader23 = ../../shaders/base/reflection-glass.slang
scale_type23 = viewport
alias23 = "BR_CRTAndReflectionPass"
shader24 = ../../shaders/base/reflection-glass-hdr.slang
scale_type24 = viewport
alias24 = "ReflectionPass"
// Combine Passes ----------------------------------------------------------------
shader25 = ../../shaders/base/output-hdr.slang
scale_type25 = viewport
alias25 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -304,9 +316,8 @@ g_vignette = "0.0"
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -1,4 +1,4 @@
shaders = 35
shaders = 36
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,214 +40,226 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type_x18 = viewport
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = Pass1
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear19 = true
scale_type_x19 = absolute
scale_x19 = 640.0
scale_type_x19 = viewport
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
float_framebuffer19 = true
alias19 = Pass1
shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 640.0
scale_type_y20 = absolute
scale_y20 = 480.0
scale_type_y20 = source
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = GlowPass
shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 640.0
scale_type_y21 = absolute
scale_y21 = 480.0
float_framebuffer21 = true
alias21 = GlowPass
shader22 = ../../shaders/guest/hsm-bloom_vertical.slang
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 640.0
scale_type_y22 = absolute
scale_y22 = 480.0
float_framebuffer22 = true
alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear23 = true
scale_type_x23 = absolute
scale_x23 = 640.0
scale_type_y23 = absolute
scale_y23 = 480.0
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
alias23 = BloomPass
shader24 = ../../shaders/guest/hsm-deconvergence.slang
shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/post-crt-prep-image-layers.slang
alias25 = "MBZ_PostCRTPass"
shader25 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "CRTPass"
shader26 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader26 = ../../shaders/base/linearize-crt.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
// scale_x26 = 480
// scale_y26 = 270
// scale_x26 = 960
// scale_y26 = 540
scale_x26 = 800
scale_y26 = 600
alias26 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader27 = ../../shaders/base/blur-outside-screen-horiz.slang
shader27 = ../../shaders/base/linearize-crt.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
// scale_x27 = 480
// scale_y27 = 270
// scale_x27 = 960
// scale_y27 = 540
scale_x27 = 800
scale_y27 = 600
float_framebuffer27 = true
alias27 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input28 = true
filter_linear28 = true
float_framebuffer28 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear28 = true
alias28 = "BR_MirrorBlurredPass"
shader29 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear29 = true
float_framebuffer29 = true
alias29 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader29 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input29 = true
filter_linear29 = true
scale_type29 = absolute
scale_x29 = 128
scale_y29 = 128
alias29 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader30 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
scale_x30 = 12
scale_y30 = 12
alias30 = "BR_MirrorFullscreenGlowPass"
scale_x30 = 128
scale_y30 = 128
float_framebuffer30 = true
alias30 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader31 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
scale_x31 = 12
scale_y31 = 12
float_framebuffer31 = true
alias31 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader31 = ../../shaders/base/reflection.slang
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "BR_CRTAndReflectionPass"
shader32 = ../../shaders/base/reflection.slang
scale_type32 = viewport
alias32 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader32 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear32 = true
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "BR_LayersUnderCRTPass"
shader33 = ../../shaders/base/bezel-images-over-crt.slang
shader33 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersOverCRTPass"
alias33 = "BR_LayersUnderCRTPass"
shader34 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear34 = true
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader34 = ../../shaders/base/combine-passes.slang
scale_type34 = viewport
alias34 = "CombinePass"
shader35 = ../../shaders/base/combine-passes.slang
scale_type35 = viewport
alias35 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -434,8 +446,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -447,9 +457,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -463,3 +473,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 36
shaders = 37
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,62 +40,54 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
// filter_linear11 = "false"
// wrap_mode11 = "clamp_to_border"
// mipmap_input11 = "false"
// float_framebuffer11 = "false"
// srgb_framebuffer11 = "true"
alias11 = XbrSource
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
shader12 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear12 = "false"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
float_framebuffer12 = "false"
srgb_framebuffer12 = "true"
shader12 = ../../shaders/base/stock.slang
// filter_linear12 = "false"
// wrap_mode12 = "clamp_to_border"
// mipmap_input12 = "false"
// float_framebuffer12 = "false"
// srgb_framebuffer12 = "true"
alias12 = XbrSource
shader13 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
shader13 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear13 = "false"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "false"
srgb_framebuffer13 = "true"
scale_type_x13 = "source"
scale_x13 = "2.000000"
scale_type_y13 = "source"
scale_y13 = "2.000000"
shader14 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
shader14 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear14 = "false"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
@ -103,11 +95,11 @@ alias14 = ""
float_framebuffer14 = "false"
srgb_framebuffer14 = "true"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_x14 = "2.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
scale_y14 = "2.000000"
shader15 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
shader15 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear15 = "false"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
@ -119,159 +111,179 @@ scale_x15 = "1.000000"
scale_type_y15 = "source"
scale_y15 = "1.000000"
shader16 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear16 = false
scale_type_x16 = source
scale_x16 = 1
scale_type_y16 = source
scale_y16 = 0.5
wrap_mode16 = "clamp_to_edge"
shader16 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang
filter_linear16 = "false"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "true"
scale_type_x16 = "source"
scale_x16 = "1.000000"
scale_type_y16 = "source"
scale_y16 = "1.000000"
shader17 = ../../shaders/base/stock.slang
filter_linear17 = true
scale_type17 = source
scale_x17 = 1.0
scale_y17 = 1.0
alias17 = "PrePass"
mipmap_input17 = true
shader17 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear17 = false
scale_type_x17 = source
scale_x17 = 1
scale_type_y17 = source
scale_y17 = 0.5
wrap_mode17 = "clamp_to_edge"
shader18 = ../../shaders/guest/hsm-avg-lum.slang
shader18 = ../../shaders/base/stock.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
scale_x18 = 1.0
scale_y18 = 1.0
alias18 = "PrePass"
mipmap_input18 = true
alias18 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader19 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear19 = true
scale_type19 = source
scale19 = 1.0
float_framebuffer19 = true
alias19 = "LinearizePass"
mipmap_input19 = true
alias19 = "AvgLumPass"
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader20 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 800.0
scale_type_y20 = source
scale_y20 = 1.0
scale_type20 = source
scale20 = 1.0
float_framebuffer20 = true
alias20 = "LinearizePass"
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader21 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 800.0
scale_type_y21 = absolute
scale_y21 = 600.0
scale_type_y21 = source
scale_y21 = 1.0
float_framebuffer21 = true
alias21 = GlowPass
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader22 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 800.0
scale_type_y22 = absolute
scale_y22 = 600.0
float_framebuffer22 = true
alias22 = GlowPass
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
shader23 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear23 = true
scale_type_x23 = source
scale_x23 = 1.0
scale_type_y23 = source
scale_y23 = 1.0
scale_type_x23 = absolute
scale_x23 = 800.0
scale_type_y23 = absolute
scale_y23 = 600.0
float_framebuffer23 = true
alias23 = BloomPass
shader24 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader24 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear24 = true
float_framebuffer24 = true
scale_type24 = viewport
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
float_framebuffer24 = true
alias24 = BloomPass
shader25 = ../../shaders/guest/hsm-deconvergence.slang
shader25 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
shader26 = ../../shaders/base/post-crt-prep-image-layers.slang
alias26 = "MBZ_PostCRTPass"
shader26 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear26 = true
scale_type26 = viewport
scale_x26 = 1.0
scale_y26 = 1.0
float_framebuffer26 = true
alias26 = "CRTPass"
shader27 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader27 = ../../shaders/base/linearize-crt.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
// scale_x27 = 480
// scale_y27 = 270
// scale_x27 = 960
// scale_y27 = 540
scale_x27 = 800
scale_y27 = 600
alias27 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-horiz.slang
shader28 = ../../shaders/base/linearize-crt.slang
mipmap_input28 = true
filter_linear28 = true
scale_type28 = absolute
// scale_x28 = 480
// scale_y28 = 270
// scale_x28 = 960
// scale_y28 = 540
scale_x28 = 800
scale_y28 = 600
float_framebuffer28 = true
alias28 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader29 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input29 = true
filter_linear29 = true
float_framebuffer29 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader29 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear29 = true
alias29 = "BR_MirrorBlurredPass"
shader30 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear30 = true
float_framebuffer30 = true
alias30 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader30 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
scale_x30 = 128
scale_y30 = 128
alias30 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader31 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
scale_x31 = 12
scale_y31 = 12
alias31 = "BR_MirrorFullscreenGlowPass"
scale_x31 = 128
scale_y31 = 128
float_framebuffer31 = true
alias31 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader32 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input32 = true
filter_linear32 = true
scale_type32 = absolute
scale_x32 = 12
scale_y32 = 12
float_framebuffer32 = true
alias32 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader32 = ../../shaders/base/reflection.slang
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "BR_CRTAndReflectionPass"
shader33 = ../../shaders/base/reflection.slang
scale_type33 = viewport
alias33 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader33 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersUnderCRTPass"
shader34 = ../../shaders/base/bezel-images-over-crt.slang
shader34 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear34 = true
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "BR_LayersOverCRTPass"
alias34 = "BR_LayersUnderCRTPass"
shader35 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear35 = true
scale_type35 = viewport
float_framebuffer35 = true
alias35 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader35 = ../../shaders/base/combine-passes.slang
scale_type35 = viewport
alias35 = "CombinePass"
shader36 = ../../shaders/base/combine-passes.slang
scale_type36 = viewport
alias36 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -364,8 +376,6 @@ TopLayerImage_mipmap = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -377,9 +387,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -393,3 +403,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 28
shaders = 29
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,150 +40,163 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear14 = false
srgb_framebuffer14 = true
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear15 = false
srgb_framebuffer15 = true
shader16 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
shader16 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
filter_linear16 = false
srgb_framebuffer16 = true
// Easymode's Shader!
shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear17 = true
scale_type17 = viewport
float_framebuffer17 = true
shader17 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
filter_linear17 = false
srgb_framebuffer17 = true
shader18 = ../../shaders/base/post-crt-prep-image-layers.slang
alias18 = "MBZ_PostCRTPass"
// Easymode's Shader!
shader18 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear18 = true
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "CRTPass"
g_gamma_out = 2.45
shader19 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader19 = ../../shaders/base/linearize-crt.slang
mipmap_input19 = true
filter_linear19 = true
scale_type19 = absolute
// scale_x19 = 480
// scale_y19 = 270
// scale_x19 = 960
// scale_y19 = 540
scale_x19 = 800
scale_y19 = 600
alias19 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader20 = ../../shaders/base/blur-outside-screen-horiz.slang
shader20 = ../../shaders/base/linearize-crt.slang
mipmap_input20 = true
filter_linear20 = true
scale_type20 = absolute
// scale_x20 = 480
// scale_y20 = 270
// scale_x20 = 960
// scale_y20 = 540
scale_x20 = 800
scale_y20 = 600
float_framebuffer20 = true
alias20 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader21 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input21 = true
filter_linear21 = true
float_framebuffer21 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader21 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear21 = true
alias21 = "BR_MirrorBlurredPass"
shader22 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear22 = true
float_framebuffer22 = true
alias22 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 128
scale_y22 = 128
alias22 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader23 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input23 = true
filter_linear23 = true
scale_type23 = absolute
scale_x23 = 12
scale_y23 = 12
alias23 = "BR_MirrorFullscreenGlowPass"
scale_x23 = 128
scale_y23 = 128
float_framebuffer23 = true
alias23 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader24 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input24 = true
filter_linear24 = true
scale_type24 = absolute
scale_x24 = 12
scale_y24 = 12
float_framebuffer24 = true
alias24 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader24 = ../../shaders/base/reflection.slang
scale_type24 = viewport
float_framebuffer24 = true
alias24 = "BR_CRTAndReflectionPass"
shader25 = ../../shaders/base/reflection.slang
scale_type25 = viewport
alias25 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader25 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear25 = true
scale_type25 = viewport
float_framebuffer25 = true
alias25 = "BR_LayersUnderCRTPass"
shader26 = ../../shaders/base/bezel-images-over-crt.slang
shader26 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear26 = true
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "BR_LayersOverCRTPass"
alias26 = "BR_LayersUnderCRTPass"
shader27 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear27 = true
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader27 = ../../shaders/base/combine-passes.slang
scale_type27 = viewport
alias27 = "CombinePass"
shader28 = ../../shaders/base/combine-passes.slang
scale_type28 = viewport
alias28 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 30
shaders = 31
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,168 +40,183 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
filter_linear19 = true
shader19 = ../../shaders/base/delinearize.slang
scale_type19 = source
float_framebuffer19 = "true"
shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
filter_linear20 = true
float_framebuffer20 = "true"
alias20 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader20 = ../../shaders/base/post-crt-prep-image-layers.slang
alias20 = "MBZ_PostCRTPass"
shader21 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader21 = ../../shaders/base/linearize-crt.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
// scale_x21 = 480
// scale_y21 = 270
// scale_x21 = 960
// scale_y21 = 540
scale_x21 = 800
scale_y21 = 600
alias21 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader22 = ../../shaders/base/blur-outside-screen-horiz.slang
shader22 = ../../shaders/base/linearize-crt.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
// scale_x22 = 480
// scale_y22 = 270
// scale_x22 = 960
// scale_y22 = 540
scale_x22 = 800
scale_y22 = 600
float_framebuffer22 = true
alias22 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input23 = true
filter_linear23 = true
float_framebuffer23 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear23 = true
alias23 = "BR_MirrorBlurredPass"
shader24 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear24 = true
float_framebuffer24 = true
alias24 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader24 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input24 = true
filter_linear24 = true
scale_type24 = absolute
scale_x24 = 128
scale_y24 = 128
alias24 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader25 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input25 = true
filter_linear25 = true
scale_type25 = absolute
scale_x25 = 12
scale_y25 = 12
alias25 = "BR_MirrorFullscreenGlowPass"
scale_x25 = 128
scale_y25 = 128
float_framebuffer25 = true
alias25 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader26 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
scale_x26 = 12
scale_y26 = 12
float_framebuffer26 = true
alias26 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader26 = ../../shaders/base/reflection.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "BR_CRTAndReflectionPass"
shader27 = ../../shaders/base/reflection.slang
scale_type27 = viewport
alias27 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader27 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear27 = true
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "BR_LayersUnderCRTPass"
shader28 = ../../shaders/base/bezel-images-over-crt.slang
shader28 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear28 = true
scale_type28 = viewport
float_framebuffer28 = true
alias28 = "BR_LayersOverCRTPass"
alias28 = "BR_LayersUnderCRTPass"
shader29 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear29 = true
scale_type29 = viewport
float_framebuffer29 = true
alias29 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader29 = ../../shaders/base/combine-passes.slang
scale_type29 = viewport
alias29 = "CombinePass"
shader30 = ../../shaders/base/combine-passes.slang
scale_type30 = viewport
alias30 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 26
shaders = 27
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,142 +40,157 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type15 = viewport
scale_x15 = 1.0
scale_y15 = 1.0
filter_linear15 = true
shader15 = ../../shaders/base/delinearize.slang
scale_type15 = source
float_framebuffer15 = "true"
shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type16 = viewport
scale_x16 = 1.0
scale_y16 = 1.0
filter_linear16 = true
float_framebuffer16 = "true"
alias16 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader16 = ../../shaders/base/post-crt-prep-image-layers.slang
alias16 = "MBZ_PostCRTPass"
shader17 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader17 = ../../shaders/base/linearize-crt.slang
mipmap_input17 = true
filter_linear17 = true
scale_type17 = absolute
// scale_x17 = 480
// scale_y17 = 270
// scale_x17 = 960
// scale_y17 = 540
scale_x17 = 800
scale_y17 = 600
alias17 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader18 = ../../shaders/base/blur-outside-screen-horiz.slang
shader18 = ../../shaders/base/linearize-crt.slang
mipmap_input18 = true
filter_linear18 = true
scale_type18 = absolute
// scale_x18 = 480
// scale_y18 = 270
// scale_x18 = 960
// scale_y18 = 540
scale_x18 = 800
scale_y18 = 600
float_framebuffer18 = true
alias18 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input19 = true
filter_linear19 = true
float_framebuffer19 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear19 = true
alias19 = "BR_MirrorBlurredPass"
shader20 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear20 = true
float_framebuffer20 = true
alias20 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader20 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input20 = true
filter_linear20 = true
scale_type20 = absolute
scale_x20 = 128
scale_y20 = 128
alias20 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader21 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
scale_x21 = 12
scale_y21 = 12
alias21 = "BR_MirrorFullscreenGlowPass"
scale_x21 = 128
scale_y21 = 128
float_framebuffer21 = true
alias21 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 12
scale_y22 = 12
float_framebuffer22 = true
alias22 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader22 = ../../shaders/base/reflection.slang
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "BR_CRTAndReflectionPass"
shader23 = ../../shaders/base/reflection.slang
scale_type23 = viewport
alias23 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader23 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear23 = true
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "BR_LayersUnderCRTPass"
shader24 = ../../shaders/base/bezel-images-over-crt.slang
shader24 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear24 = true
scale_type24 = viewport
float_framebuffer24 = true
alias24 = "BR_LayersOverCRTPass"
alias24 = "BR_LayersUnderCRTPass"
shader25 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear25 = true
scale_type25 = viewport
float_framebuffer25 = true
alias25 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader25 = ../../shaders/base/combine-passes.slang
scale_type25 = viewport
alias25 = "CombinePass"
shader26 = ../../shaders/base/combine-passes.slang
scale_type26 = viewport
alias26 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 35
shaders = 36
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,214 +40,226 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type_x18 = viewport
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = Pass1
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear19 = true
scale_type_x19 = absolute
scale_x19 = 640.0
scale_type_x19 = viewport
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
float_framebuffer19 = true
alias19 = Pass1
shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 640.0
scale_type_y20 = absolute
scale_y20 = 480.0
scale_type_y20 = source
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = GlowPass
shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 640.0
scale_type_y21 = absolute
scale_y21 = 480.0
float_framebuffer21 = true
alias21 = GlowPass
shader22 = ../../shaders/guest/hsm-bloom_vertical.slang
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 640.0
scale_type_y22 = absolute
scale_y22 = 480.0
float_framebuffer22 = true
alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear23 = true
scale_type_x23 = absolute
scale_x23 = 640.0
scale_type_y23 = absolute
scale_y23 = 480.0
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
alias23 = BloomPass
shader24 = ../../shaders/guest/hsm-deconvergence.slang
shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/post-crt-prep-image-layers.slang
alias25 = "MBZ_PostCRTPass"
shader25 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "CRTPass"
shader26 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader26 = ../../shaders/base/linearize-crt.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
// scale_x26 = 480
// scale_y26 = 270
// scale_x26 = 960
// scale_y26 = 540
scale_x26 = 800
scale_y26 = 600
alias26 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader27 = ../../shaders/base/blur-outside-screen-horiz.slang
shader27 = ../../shaders/base/linearize-crt.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
// scale_x27 = 480
// scale_y27 = 270
// scale_x27 = 960
// scale_y27 = 540
scale_x27 = 800
scale_y27 = 600
float_framebuffer27 = true
alias27 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input28 = true
filter_linear28 = true
float_framebuffer28 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader28 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear28 = true
alias28 = "BR_MirrorBlurredPass"
shader29 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear29 = true
float_framebuffer29 = true
alias29 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader29 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input29 = true
filter_linear29 = true
scale_type29 = absolute
scale_x29 = 128
scale_y29 = 128
alias29 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader30 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
scale_x30 = 12
scale_y30 = 12
alias30 = "BR_MirrorFullscreenGlowPass"
scale_x30 = 128
scale_y30 = 128
float_framebuffer30 = true
alias30 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader31 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
scale_x31 = 12
scale_y31 = 12
float_framebuffer31 = true
alias31 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader31 = ../../shaders/base/reflection.slang
scale_type31 = viewport
float_framebuffer31 = true
alias31 = "BR_CRTAndReflectionPass"
shader32 = ../../shaders/base/reflection.slang
scale_type32 = viewport
alias32 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader32 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear32 = true
scale_type32 = viewport
float_framebuffer32 = true
alias32 = "BR_LayersUnderCRTPass"
shader33 = ../../shaders/base/bezel-images-over-crt.slang
shader33 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear33 = true
scale_type33 = viewport
float_framebuffer33 = true
alias33 = "BR_LayersOverCRTPass"
alias33 = "BR_LayersUnderCRTPass"
shader34 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear34 = true
scale_type34 = viewport
float_framebuffer34 = true
alias34 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader34 = ../../shaders/base/combine-passes.slang
scale_type34 = viewport
alias34 = "CombinePass"
shader35 = ../../shaders/base/combine-passes.slang
scale_type35 = viewport
alias35 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 30
shaders = 31
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,179 +40,191 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type_x14 = absolute
scale_x14 = 800.0
scale_type_y14 = source
scale_y14 = 1.0
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear15 = true
scale_type_x15 = absolute
scale_x15 = 800.0
scale_type_y15 = absolute
scale_y15 = 600.0
scale_type_y15 = source
scale_y15 = 1.0
float_framebuffer15 = true
alias15 = GlowPass
shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear16 = true
scale_type_x16 = absolute
scale_x16 = 800.0
scale_type_y16 = absolute
scale_y16 = 600.0
float_framebuffer16 = true
alias16 = GlowPass
shader17 = ../../shaders/guest/hsm-bloom_vertical.slang
shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear17 = true
scale_type_x17 = source
scale_x17 = 1.0
scale_type_y17 = source
scale_y17 = 1.0
scale_type_x17 = absolute
scale_x17 = 800.0
scale_type_y17 = absolute
scale_y17 = 600.0
float_framebuffer17 = true
alias17 = BloomPass
shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang
shader18 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear18 = true
float_framebuffer18 = true
scale_type18 = viewport
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
float_framebuffer18 = true
alias18 = BloomPass
shader19 = ../../shaders/guest/hsm-deconvergence.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear19 = true
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/post-crt-prep-image-layers.slang
alias20 = "MBZ_PostCRTPass"
shader20 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear20 = true
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = "CRTPass"
shader21 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader21 = ../../shaders/base/linearize-crt.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
// scale_x21 = 480
// scale_y21 = 270
// scale_x21 = 960
// scale_y21 = 540
scale_x21 = 800
scale_y21 = 600
alias21 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader22 = ../../shaders/base/blur-outside-screen-horiz.slang
shader22 = ../../shaders/base/linearize-crt.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
// scale_x22 = 480
// scale_y22 = 270
// scale_x22 = 960
// scale_y22 = 540
scale_x22 = 800
scale_y22 = 600
float_framebuffer22 = true
alias22 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input23 = true
filter_linear23 = true
float_framebuffer23 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear23 = true
alias23 = "BR_MirrorBlurredPass"
shader24 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear24 = true
float_framebuffer24 = true
alias24 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader24 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input24 = true
filter_linear24 = true
scale_type24 = absolute
scale_x24 = 128
scale_y24 = 128
alias24 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader25 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input25 = true
filter_linear25 = true
scale_type25 = absolute
scale_x25 = 12
scale_y25 = 12
alias25 = "BR_MirrorFullscreenGlowPass"
scale_x25 = 128
scale_y25 = 128
float_framebuffer25 = true
alias25 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader26 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
scale_x26 = 12
scale_y26 = 12
float_framebuffer26 = true
alias26 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader26 = ../../shaders/base/reflection.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "BR_CRTAndReflectionPass"
shader27 = ../../shaders/base/reflection.slang
scale_type27 = viewport
alias27 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader27 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear27 = true
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "BR_LayersUnderCRTPass"
shader28 = ../../shaders/base/bezel-images-over-crt.slang
shader28 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear28 = true
scale_type28 = viewport
float_framebuffer28 = true
alias28 = "BR_LayersOverCRTPass"
alias28 = "BR_LayersUnderCRTPass"
shader29 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear29 = true
scale_type29 = viewport
float_framebuffer29 = true
alias29 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader29 = ../../shaders/base/combine-passes.slang
scale_type29 = viewport
alias29 = "CombinePass"
shader30 = ../../shaders/base/combine-passes.slang
scale_type30 = viewport
alias30 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 26
shaders = 27
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,139 +40,152 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear15 = "false"
scale_type15 = "viewport"
scale15 = "1.0"
shader15 = ../../shaders/base/delinearize.slang
float_framebuffer15 = "true"
shader16 = ../../shaders/base/post-crt-prep-image-layers.slang
alias16 = "MBZ_PostCRTPass"
shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear16 = "false"
scale_type16 = "viewport"
scale16 = "1.0"
float_framebuffer16 = "true"
alias16 = "CRTPass"
shader17 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader17 = ../../shaders/base/linearize-crt.slang
mipmap_input17 = true
filter_linear17 = true
scale_type17 = absolute
// scale_x17 = 480
// scale_y17 = 270
// scale_x17 = 960
// scale_y17 = 540
scale_x17 = 800
scale_y17 = 600
alias17 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader18 = ../../shaders/base/blur-outside-screen-horiz.slang
shader18 = ../../shaders/base/linearize-crt.slang
mipmap_input18 = true
filter_linear18 = true
scale_type18 = absolute
// scale_x18 = 480
// scale_y18 = 270
// scale_x18 = 960
// scale_y18 = 540
scale_x18 = 800
scale_y18 = 600
float_framebuffer18 = true
alias18 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input19 = true
filter_linear19 = true
float_framebuffer19 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear19 = true
alias19 = "BR_MirrorBlurredPass"
shader20 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear20 = true
float_framebuffer20 = true
alias20 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader20 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input20 = true
filter_linear20 = true
scale_type20 = absolute
scale_x20 = 128
scale_y20 = 128
alias20 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader21 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
scale_x21 = 12
scale_y21 = 12
alias21 = "BR_MirrorFullscreenGlowPass"
scale_x21 = 128
scale_y21 = 128
float_framebuffer21 = true
alias21 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 12
scale_y22 = 12
float_framebuffer22 = true
alias22 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader22 = ../../shaders/base/reflection.slang
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "BR_CRTAndReflectionPass"
shader23 = ../../shaders/base/reflection.slang
scale_type23 = viewport
alias23 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader23 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear23 = true
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "BR_LayersUnderCRTPass"
shader24 = ../../shaders/base/bezel-images-over-crt.slang
shader24 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear24 = true
scale_type24 = viewport
float_framebuffer24 = true
alias24 = "BR_LayersOverCRTPass"
alias24 = "BR_LayersUnderCRTPass"
shader25 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear25 = true
scale_type25 = viewport
float_framebuffer25 = true
alias25 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader25 = ../../shaders/base/combine-passes.slang
scale_type25 = viewport
alias25 = "CombinePass"
shader26 = ../../shaders/base/combine-passes.slang
scale_type26 = viewport
alias26 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 31
shaders = 32
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,187 +40,193 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
mipmap_input16 = true
alias16 = "AvgLumPass"
shader16 = ../../shaders/base/stock.slang
float_framebuffer16 = true
alias16 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
mipmap_input17 = true
float_framebuffer17 = true
alias17 = "LinearizePass"
alias17 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear18 = "false"
scale_type18 = "source"
scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear19 = "false"
scale_type19 = "source"
scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
alias19 = "SourceSDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron.slang"
shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear20 = "false"
scale_type20 = "source"
scale20 = "1.0"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "false"
scale_type20 = "viewport"
alias20 = "SourceHDR"
float_framebuffer20 = "true"
shader21 = ../../shaders/base/post-crt-prep-image-layers.slang
alias21 = "MBZ_PostCRTPass"
shader21 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
scale_type21 = "viewport"
float_framebuffer21 = "true"
alias21 = "CRTPass"
shader22 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader22 = ../../shaders/base/linearize-crt.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
// scale_x22 = 480
// scale_y22 = 270
// scale_x22 = 960
// scale_y22 = 540
scale_x22 = 800
scale_y22 = 600
alias22 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader23 = ../../shaders/base/blur-outside-screen-horiz.slang
shader23 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input23 = true
filter_linear23 = true
scale_type23 = absolute
// scale_x23 = 480
// scale_y23 = 270
// scale_x23 = 960
// scale_y23 = 540
scale_x23 = 800
scale_y23 = 600
float_framebuffer23 = true
alias23 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader24 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input24 = true
filter_linear24 = true
float_framebuffer24 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader24 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear24 = true
alias24 = "BR_MirrorBlurredPass"
shader25 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear25 = true
float_framebuffer25 = true
alias25 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader25 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input25 = true
filter_linear25 = true
scale_type25 = absolute
scale_x25 = 128
scale_y25 = 128
alias25 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader26 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input26 = true
filter_linear26 = true
scale_type26 = absolute
scale_x26 = 12
scale_y26 = 12
alias26 = "BR_MirrorFullscreenGlowPass"
scale_x26 = 128
scale_y26 = 128
float_framebuffer26 = true
alias26 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader27 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
scale_x27 = 12
scale_y27 = 12
float_framebuffer27 = true
alias27 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader27 = ../../shaders/base/reflection.slang
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "BR_CRTAndReflectionPass"
shader28 = ../../shaders/base/reflection.slang
scale_type28 = viewport
alias28 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader28 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear28 = true
scale_type28 = viewport
float_framebuffer28 = true
alias28 = "BR_LayersUnderCRTPass"
shader29 = ../../shaders/base/bezel-images-over-crt.slang
shader29 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear29 = true
scale_type29 = viewport
float_framebuffer29 = true
alias29 = "BR_LayersOverCRTPass"
alias29 = "BR_LayersUnderCRTPass"
shader30 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear30 = true
scale_type30 = viewport
float_framebuffer30 = true
alias30 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader30 = ../../shaders/base/combine-passes.slang
scale_type30 = viewport
alias30 = "CombinePass"
shader31 = ../../shaders/base/combine-passes-hdr.slang
scale_type31 = viewport
alias31 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -314,21 +320,11 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 27
shaders = 28
shader0 = ../../shaders/base/add-params-all.slang
alias0 = "CorePass"
@ -40,161 +40,167 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
mipmap_input12 = true
alias12 = "AvgLumPass"
shader12 = ../../shaders/base/stock.slang
float_framebuffer12 = true
alias12 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
float_framebuffer13 = true
alias13 = "LinearizePass"
alias13 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear14 = "false"
scale_type14 = "source"
scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear15 = "false"
scale_type15 = "source"
scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
alias15 = "SourceSDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron.slang"
shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear16 = "false"
scale_type16 = "source"
scale16 = "1.0"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type16 = "viewport"
alias16 = "SourceHDR"
float_framebuffer16 = "true"
shader17 = ../../shaders/base/post-crt-prep-image-layers.slang
alias17 = "MBZ_PostCRTPass"
shader17 = "../../shaders/megatron/crt-sony-megatron.slang"
filter_linear17 = "false"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
scale_type17 = "viewport"
float_framebuffer17 = "true"
alias17 = "CRTPass"
shader18 = ../../shaders/base/post-crt-prep-image-layers.slang
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "PostCRTPass"
// Reduce Resolution ----------------------------------------------------------------
// Reduce the resolution to a small static size regardless of final resolution
// Allows consistent look and faster at different final resolutions for blur
// Mipmap option allows downscaling without artifacts
shader18 = ../../shaders/base/linearize-crt.slang
mipmap_input18 = true
filter_linear18 = true
scale_type18 = absolute
// scale_x18 = 480
// scale_y18 = 270
// scale_x18 = 960
// scale_y18 = 540
scale_x18 = 800
scale_y18 = 600
alias18 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader19 = ../../shaders/base/blur-outside-screen-horiz.slang
shader19 = ../../shaders/base/linearize-crt-hdr.slang
mipmap_input19 = true
filter_linear19 = true
scale_type19 = absolute
// scale_x19 = 480
// scale_y19 = 270
// scale_x19 = 960
// scale_y19 = 540
scale_x19 = 800
scale_y19 = 600
float_framebuffer19 = true
alias19 = "BR_MirrorLowResPass"
// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader20 = ../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input20 = true
filter_linear20 = true
float_framebuffer20 = true
// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader20 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear20 = true
alias20 = "BR_MirrorBlurredPass"
shader21 = ../../shaders/base/blur-outside-screen-vert.slang
filter_linear21 = true
float_framebuffer21 = true
alias21 = "BR_MirrorBlurredPass"
// Reduce resolution ----------------------------------------------------------------
// Reduced to a very small amount so we can create a blur which will create a glow from the screen
// Mipmap option allows smoother downscaling
shader21 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input21 = true
filter_linear21 = true
scale_type21 = absolute
scale_x21 = 128
scale_y21 = 128
alias21 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader22 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input22 = true
filter_linear22 = true
scale_type22 = absolute
scale_x22 = 12
scale_y22 = 12
alias22 = "BR_MirrorFullscreenGlowPass"
scale_x22 = 128
scale_y22 = 128
float_framebuffer22 = true
alias22 = "BR_MirrorReflectionDiffusedPass"
// Add Diffused glow all around the screen ----------------------------------------------------------------
// Blurred so much that it's non directional
// Mipmap option allows downscaling without artifacts
shader23 = ../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input23 = true
filter_linear23 = true
scale_type23 = absolute
scale_x23 = 12
scale_y23 = 12
float_framebuffer23 = true
alias23 = "BR_MirrorFullscreenGlowPass"
// Bezel Reflection ----------------------------------------------------------------
shader23 = ../../shaders/base/reflection.slang
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "BR_CRTAndReflectionPass"
shader24 = ../../shaders/base/reflection.slang
scale_type24 = viewport
alias24 = "ReflectionPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader24 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear24 = true
scale_type24 = viewport
float_framebuffer24 = true
alias24 = "BR_LayersUnderCRTPass"
shader25 = ../../shaders/base/bezel-images-over-crt.slang
shader25 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear25 = true
scale_type25 = viewport
float_framebuffer25 = true
alias25 = "BR_LayersOverCRTPass"
alias25 = "BR_LayersUnderCRTPass"
shader26 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear26 = true
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader26 = ../../shaders/base/combine-passes.slang
scale_type26 = viewport
alias26 = "CombinePass"
shader27 = ../../shaders/base/combine-passes-hdr.slang
scale_type27 = viewport
alias27 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -288,9 +294,8 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
@ -219,7 +221,7 @@ scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
float_framebuffer37 = true
alias37 = GlowPass
alias37 = "GlowPass"
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear38 = true
@ -236,23 +238,27 @@ scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
alias39 = "BloomPass"
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
float_framebuffer40 = true
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
alias41 = "CRTPass"
shader42 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias42 = "MBZ_PostCRTPass"
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -368,8 +374,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -381,9 +385,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -397,3 +401,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
@ -184,7 +186,7 @@ scale_x32 = 800.0
scale_type_y32 = absolute
scale_y32 = 600.0
float_framebuffer32 = true
alias32 = GlowPass
alias32 = "GlowPass"
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
@ -201,23 +203,27 @@ scale_x34 = 1.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = BloomPass
alias34 = "BloomPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
@ -329,8 +335,6 @@ TopLayerImage_mipmap = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -342,9 +346,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -358,3 +362,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 22
shaders = 23
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,96 +40,105 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear14 = false
srgb_framebuffer14 = true
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear15 = false
srgb_framebuffer15 = true
shader16 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
shader16 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
filter_linear16 = false
srgb_framebuffer16 = true
// Easymode's Shader!
shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear17 = true
scale_type17 = viewport
float_framebuffer17 = true
shader17 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
filter_linear17 = false
srgb_framebuffer17 = true
shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias18 = "MBZ_PostCRTPass"
// Easymode's Shader!
shader18 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear18 = true
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "CRTPass"
g_gamma_out = 2.45
shader19 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader19 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear19 = true
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "BR_LayersUnderCRTPass"
shader20 = ../../shaders/base/bezel-images-over-crt.slang
shader20 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear20 = true
scale_type20 = viewport
float_framebuffer20 = true
alias20 = "BR_LayersOverCRTPass"
alias20 = "BR_LayersUnderCRTPass"
shader21 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear21 = true
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader21 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type21 = viewport
alias21 = "CombinePass"
shader22 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type22 = viewport
alias22 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 24
shaders = 25
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,114 +40,125 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
filter_linear19 = true
shader19 = ../../shaders/base/delinearize.slang
scale_type19 = source
float_framebuffer19 = "true"
shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
filter_linear20 = true
float_framebuffer20 = "true"
alias20 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias20 = "MBZ_PostCRTPass"
shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader21 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear21 = true
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "BR_LayersUnderCRTPass"
shader22 = ../../shaders/base/bezel-images-over-crt.slang
shader22 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear22 = true
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "BR_LayersOverCRTPass"
alias22 = "BR_LayersUnderCRTPass"
shader23 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear23 = true
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader23 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type23 = viewport
alias23 = "CombinePass"
shader24 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type24 = viewport
alias24 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 20
shaders = 21
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,88 +40,99 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type15 = viewport
scale_x15 = 1.0
scale_y15 = 1.0
filter_linear15 = true
shader15 = ../../shaders/base/delinearize.slang
scale_type15 = source
float_framebuffer15 = "true"
shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type16 = viewport
scale_x16 = 1.0
scale_y16 = 1.0
filter_linear16 = true
float_framebuffer16 = "true"
alias16 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias16 = "MBZ_PostCRTPass"
shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader17 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear17 = true
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "BR_LayersUnderCRTPass"
shader18 = ../../shaders/base/bezel-images-over-crt.slang
shader18 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear18 = true
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "BR_LayersOverCRTPass"
alias18 = "BR_LayersUnderCRTPass"
shader19 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear19 = true
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader19 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type19 = viewport
alias19 = "CombinePass"
shader20 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type20 = viewport
alias20 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 29
shaders = 30
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,160 +40,168 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type_x18 = viewport
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = Pass1
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear19 = true
scale_type_x19 = absolute
scale_x19 = 640.0
scale_type_x19 = viewport
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
float_framebuffer19 = true
alias19 = Pass1
shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 640.0
scale_type_y20 = absolute
scale_y20 = 480.0
scale_type_y20 = source
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = GlowPass
shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 640.0
scale_type_y21 = absolute
scale_y21 = 480.0
float_framebuffer21 = true
alias21 = "GlowPass"
shader22 = ../../shaders/guest/hsm-bloom_vertical.slang
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 640.0
scale_type_y22 = absolute
scale_y22 = 480.0
float_framebuffer22 = true
alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear23 = true
scale_type_x23 = absolute
scale_x23 = 640.0
scale_type_y23 = absolute
scale_y23 = 480.0
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
alias23 = "BloomPass"
shader24 = ../../shaders/guest/hsm-deconvergence.slang
shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias25 = "MBZ_PostCRTPass"
shader25 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "CRTPass"
shader26 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader26 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear26 = true
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "BR_LayersUnderCRTPass"
shader27 = ../../shaders/base/bezel-images-over-crt.slang
shader27 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear27 = true
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "BR_LayersOverCRTPass"
alias27 = "BR_LayersUnderCRTPass"
shader28 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear28 = true
scale_type28 = viewport
float_framebuffer28 = true
alias28 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader28 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type28 = viewport
alias28 = "CombinePass"
shader29 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type29 = viewport
alias29 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 24
shaders = 25
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,125 +40,133 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type_x14 = absolute
scale_x14 = 800.0
scale_type_y14 = source
scale_y14 = 1.0
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear15 = true
scale_type_x15 = absolute
scale_x15 = 800.0
scale_type_y15 = absolute
scale_y15 = 600.0
scale_type_y15 = source
scale_y15 = 1.0
float_framebuffer15 = true
alias15 = GlowPass
shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear16 = true
scale_type_x16 = absolute
scale_x16 = 800.0
scale_type_y16 = absolute
scale_y16 = 600.0
float_framebuffer16 = true
alias16 = "GlowPass"
shader17 = ../../shaders/guest/hsm-bloom_vertical.slang
shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear17 = true
scale_type_x17 = source
scale_x17 = 1.0
scale_type_y17 = source
scale_y17 = 1.0
scale_type_x17 = absolute
scale_x17 = 800.0
scale_type_y17 = absolute
scale_y17 = 600.0
float_framebuffer17 = true
alias17 = BloomPass
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
shader18 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear18 = true
float_framebuffer18 = true
scale_type18 = viewport
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
float_framebuffer18 = true
alias18 = "BloomPass"
shader19 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear19 = true
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias20 = "MBZ_PostCRTPass"
shader20 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear20 = true
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = "CRTPass"
shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader21 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear21 = true
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "BR_LayersUnderCRTPass"
shader22 = ../../shaders/base/bezel-images-over-crt.slang
shader22 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear22 = true
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "BR_LayersOverCRTPass"
alias22 = "BR_LayersUnderCRTPass"
shader23 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear23 = true
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader23 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type23 = viewport
alias23 = "CombinePass"
shader24 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type24 = viewport
alias24 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 20
shaders = 21
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,85 +40,94 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear15 = "false"
scale_type15 = "viewport"
scale15 = "1.0"
shader15 = ../../shaders/base/delinearize.slang
float_framebuffer15 = "true"
shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias16 = "MBZ_PostCRTPass"
shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear16 = "false"
scale_type16 = "viewport"
scale16 = "1.0"
float_framebuffer16 = "true"
alias16 = "CRTPass"
shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader17 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear17 = true
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "BR_LayersUnderCRTPass"
shader18 = ../../shaders/base/bezel-images-over-crt.slang
shader18 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear18 = true
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "BR_LayersOverCRTPass"
alias18 = "BR_LayersUnderCRTPass"
shader19 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear19 = true
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader19 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type19 = viewport
alias19 = "CombinePass"
shader20 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type20 = viewport
alias20 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 25
shaders = 26
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,133 +40,135 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
mipmap_input16 = true
alias16 = "AvgLumPass"
shader16 = ../../shaders/base/stock.slang
float_framebuffer16 = true
alias16 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
mipmap_input17 = true
float_framebuffer17 = true
alias17 = "LinearizePass"
alias17 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear18 = "false"
scale_type18 = "source"
scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear19 = "false"
scale_type19 = "source"
scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
alias19 = "SourceSDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear20 = "false"
scale_type20 = "source"
scale20 = "1.0"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "false"
scale_type20 = "viewport"
alias20 = "SourceHDR"
float_framebuffer20 = "true"
shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias21 = "MBZ_PostCRTPass"
shader21 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
scale_type21 = "viewport"
float_framebuffer21 = "true"
alias21 = "CRTPass"
shader22 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader22 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear22 = true
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "BR_LayersUnderCRTPass"
shader23 = ../../shaders/base/bezel-images-over-crt.slang
shader23 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear23 = true
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "BR_LayersOverCRTPass"
alias23 = "BR_LayersUnderCRTPass"
shader24 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear24 = true
scale_type24 = viewport
float_framebuffer24 = true
alias24 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader24 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type24 = viewport
alias24 = "CombinePass"
shader25 = ../../shaders/base/combine-passes-no-reflect-hdr.slang
scale_type25 = viewport
alias25 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -260,12 +262,11 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 21
shaders = 22
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,107 +40,109 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
mipmap_input12 = true
alias12 = "AvgLumPass"
shader12 = ../../shaders/base/stock.slang
float_framebuffer12 = true
alias12 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
float_framebuffer13 = true
alias13 = "LinearizePass"
alias13 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear14 = "false"
scale_type14 = "source"
scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear15 = "false"
scale_type15 = "source"
scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
alias15 = "SourceSDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear16 = "false"
scale_type16 = "source"
scale16 = "1.0"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type16 = "viewport"
alias16 = "SourceHDR"
float_framebuffer16 = "true"
shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias17 = "MBZ_PostCRTPass"
shader17 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear17 = "false"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
scale_type17 = "viewport"
float_framebuffer17 = "true"
alias17 = "CRTPass"
shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "PostCRTPass"
// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader18 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear18 = true
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "BR_LayersUnderCRTPass"
shader19 = ../../shaders/base/bezel-images-over-crt.slang
shader19 = ../../shaders/base/bezel-images-under-crt.slang
filter_linear19 = true
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "BR_LayersOverCRTPass"
alias19 = "BR_LayersUnderCRTPass"
shader20 = ../../shaders/base/bezel-images-over-crt.slang
filter_linear20 = true
scale_type20 = viewport
float_framebuffer20 = true
alias20 = "BR_LayersOverCRTPass"
// Combine Passes ----------------------------------------------------------------
shader20 = ../../shaders/base/combine-passes-no-reflect.slang
scale_type20 = viewport
alias20 = "CombinePass"
shader21 = ../../shaders/base/combine-passes-no-reflect-hdr.slang
scale_type21 = viewport
alias21 = "CombinePass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -234,9 +236,8 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -1,4 +1,4 @@
shaders = 43
shaders = 44
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
@ -219,7 +221,7 @@ scale_x37 = 640.0
scale_type_y37 = absolute
scale_y37 = 480.0
float_framebuffer37 = true
alias37 = GlowPass
alias37 = "GlowPass"
shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear38 = true
@ -236,23 +238,32 @@ scale_x39 = 640.0
scale_type_y39 = absolute
scale_y39 = 480.0
float_framebuffer39 = true
alias39 = BloomPass
alias39 = "BloomPass"
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
float_framebuffer40 = true
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
alias41 = "CRTPass"
shader42 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias42 = "MBZ_PostCRTPass"
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader43 = ../../shaders/base/output-sdr.slang
scale_type43 = viewport
alias43 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -349,8 +360,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -362,9 +371,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -378,3 +387,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 38
shaders = 39
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
@ -184,7 +186,7 @@ scale_x32 = 800.0
scale_type_y32 = absolute
scale_y32 = 600.0
float_framebuffer32 = true
alias32 = GlowPass
alias32 = "GlowPass"
shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear33 = true
@ -201,23 +203,32 @@ scale_x34 = 1.0
scale_type_y34 = source
scale_y34 = 1.0
float_framebuffer34 = true
alias34 = BloomPass
alias34 = "BloomPass"
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader38 = ../../shaders/base/output-sdr.slang
scale_type38 = viewport
alias38 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -310,8 +321,6 @@ TopLayerImage_mipmap = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -323,9 +332,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -339,3 +348,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -1,4 +1,4 @@
shaders = 19
shaders = 21
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,77 +40,91 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear14 = false
srgb_framebuffer14 = true
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang
filter_linear15 = false
srgb_framebuffer15 = true
shader16 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
shader16 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang
filter_linear16 = false
srgb_framebuffer16 = true
// Easymode's Shader!
shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear17 = true
scale_type17 = viewport
float_framebuffer17 = true
shader17 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang
filter_linear17 = false
srgb_framebuffer17 = true
shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias18 = "MBZ_PostCRTPass"
// Easymode's Shader!
shader18 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear18 = true
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "CRTPass"
g_gamma_out = 2.45
shader19 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type19 = viewport
float_framebuffer19 = true
alias19 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader20 = ../../shaders/base/output-sdr.slang
scale_type20 = viewport
alias20 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 21
shaders = 23
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,95 +40,111 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
filter_linear19 = true
shader19 = ../../shaders/base/delinearize.slang
scale_type19 = source
float_framebuffer19 = "true"
shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
filter_linear20 = true
float_framebuffer20 = "true"
alias20 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias20 = "MBZ_PostCRTPass"
shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader22 = ../../shaders/base/output-sdr.slang
scale_type22 = viewport
alias22 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 17
shaders = 19
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,69 +40,85 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type15 = viewport
scale_x15 = 1.0
scale_y15 = 1.0
filter_linear15 = true
shader15 = ../../shaders/base/delinearize.slang
scale_type15 = source
float_framebuffer15 = "true"
shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type16 = viewport
scale_x16 = 1.0
scale_y16 = 1.0
filter_linear16 = true
float_framebuffer16 = "true"
alias16 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias16 = "MBZ_PostCRTPass"
shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader18 = ../../shaders/base/output-sdr.slang
scale_type18 = viewport
alias18 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 26
shaders = 28
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,141 +40,154 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
shader16 = ../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
alias16 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
float_framebuffer17 = true
alias17 = "LinearizePass"
mipmap_input17 = true
alias17 = "AvgLumPass"
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type_x18 = viewport
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = Pass1
alias18 = "LinearizePass"
shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
filter_linear19 = true
scale_type_x19 = absolute
scale_x19 = 640.0
scale_type_x19 = viewport
scale_x19 = 1.0
scale_type_y19 = source
scale_y19 = 1.0
float_framebuffer19 = true
alias19 = Pass1
shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear20 = true
scale_type_x20 = absolute
scale_x20 = 640.0
scale_type_y20 = absolute
scale_y20 = 480.0
scale_type_y20 = source
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = GlowPass
shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 640.0
scale_type_y21 = absolute
scale_y21 = 480.0
float_framebuffer21 = true
alias21 = "GlowPass"
shader22 = ../../shaders/guest/hsm-bloom_vertical.slang
shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 640.0
scale_type_y22 = absolute
scale_y22 = 480.0
float_framebuffer22 = true
alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
shader23 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear23 = true
scale_type_x23 = absolute
scale_x23 = 640.0
scale_type_y23 = absolute
scale_y23 = 480.0
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
alias23 = "BloomPass"
shader24 = ../../shaders/guest/hsm-deconvergence.slang
shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
float_framebuffer24 = true
shader25 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias25 = "MBZ_PostCRTPass"
shader25 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
alias25 = "CRTPass"
shader26 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type26 = viewport
float_framebuffer26 = true
alias26 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader27 = ../../shaders/base/output-sdr.slang
scale_type27 = viewport
alias27 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 21
shaders = 23
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,106 +40,209 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type_x14 = absolute
scale_x14 = 800.0
scale_type_y14 = source
scale_y14 = 1.0
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang
shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear15 = true
scale_type_x15 = absolute
scale_x15 = 800.0
scale_type_y15 = absolute
scale_y15 = 600.0
scale_type_y15 = source
scale_y15 = 1.0
float_framebuffer15 = true
alias15 = GlowPass
shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang
shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear16 = true
scale_type_x16 = absolute
scale_x16 = 800.0
scale_type_y16 = absolute
scale_y16 = 600.0
float_framebuffer16 = true
alias16 = "GlowPass"
shader17 = ../../shaders/guest/hsm-bloom_vertical.slang
shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear17 = true
scale_type_x17 = source
scale_x17 = 1.0
scale_type_y17 = source
scale_y17 = 1.0
scale_type_x17 = absolute
scale_x17 = 800.0
scale_type_y17 = absolute
scale_y17 = 600.0
float_framebuffer17 = true
alias17 = BloomPass
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
shader18 = ../../shaders/guest/hsm-bloom_vertical.slang
filter_linear18 = true
float_framebuffer18 = true
scale_type18 = viewport
scale_type_x18 = source
scale_x18 = 1.0
scale_type_y18 = source
scale_y18 = 1.0
float_framebuffer18 = true
alias18 = "BloomPass"
shader19 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
shader19 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang
filter_linear19 = true
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
float_framebuffer19 = true
shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias20 = "MBZ_PostCRTPass"
shader20 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang
filter_linear20 = true
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
float_framebuffer20 = true
alias20 = "CRTPass"
shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader22 = ../../shaders/base/output-sdr.slang
scale_type22 = viewport
alias22 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 17
shaders = 19
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,66 +40,170 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
alias12 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
float_framebuffer13 = true
alias13 = "LinearizePass"
mipmap_input13 = true
alias13 = "AvgLumPass"
shader14 = ../../shaders/base/delinearize.slang
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear15 = "false"
scale_type15 = "viewport"
scale15 = "1.0"
shader15 = ../../shaders/base/delinearize.slang
float_framebuffer15 = "true"
shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias16 = "MBZ_PostCRTPass"
shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
filter_linear16 = "false"
scale_type16 = "viewport"
scale16 = "1.0"
float_framebuffer16 = "true"
alias16 = "CRTPass"
shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader18 = ../../shaders/base/output-sdr.slang
scale_type18 = viewport
alias18 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
// Use for matching vanilla GDV-Advanced
// HSM_ASPECT_RATIO_MODE = 6
// HSM_CURVATURE_MODE = 0
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"

View file

@ -1,4 +1,4 @@
shaders = 22
shaders = 24
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,114 +40,121 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
shader11 = ../../shaders/base/stock.slang
alias11 = "PrePass0"
shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear11 = false
float_framebuffer11 = true
scale_type_x11 = source
scale_type_y11 = source
scale_x11 = 4.0
scale_y11 = 1.0
frame_count_mod11 = 2
alias11 = NPass1
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
filter_linear12 = true
scale_type12 = source
scale_x12 = 0.5
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 1.0
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../shaders/base/stock.slang
shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
alias15 = "PrePass"
mipmap_input15 = true
shader16 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear16 = true
scale_type16 = source
scale16 = 1.0
mipmap_input16 = true
alias16 = "AvgLumPass"
shader16 = ../../shaders/base/stock.slang
float_framebuffer16 = true
alias16 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader17 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
mipmap_input17 = true
float_framebuffer17 = true
alias17 = "LinearizePass"
alias17 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../shaders/guest/hsm-interlace.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear18 = "false"
scale_type18 = "source"
scale18 = "1.0"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = "SourceSDR"
float_framebuffer18 = "true"
shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear19 = "false"
scale_type19 = "source"
scale19 = "1.0"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "SourceHDR"
alias19 = "SourceSDR"
float_framebuffer19 = "true"
shader20 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear20 = "false"
scale_type20 = "source"
scale20 = "1.0"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "false"
scale_type20 = "viewport"
alias20 = "SourceHDR"
float_framebuffer20 = "true"
shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias21 = "MBZ_PostCRTPass"
shader21 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear21 = "false"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
scale_type21 = "viewport"
float_framebuffer21 = "true"
alias21 = "CRTPass"
shader22 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader23 = ../../shaders/base/output-hdr.slang
scale_type23 = viewport
alias23 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -241,12 +248,11 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"
// NTSC Parameters
GAMMA_INPUT = 2.0

View file

@ -1,4 +1,4 @@
shaders = 18
shaders = 20
shader0 = ../../shaders/base/add-params-no-reflect.slang
alias0 = "CorePass"
@ -40,88 +40,95 @@ scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "PreCRTPass"
shader6 = ../../shaders/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
alias7 = "AfterglowPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
shader8 = ../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
mipmap_input8 = true
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
shader10 = ../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../shaders/base/stock.slang
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
alias11 = "PrePass"
mipmap_input11 = true
shader12 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
mipmap_input12 = true
alias12 = "AvgLumPass"
shader12 = ../../shaders/base/stock.slang
float_framebuffer12 = true
alias12 = "PrePass"
// Pass referenced by subsequent blurring passes and crt pass
shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
float_framebuffer13 = true
alias13 = "LinearizePass"
alias13 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
feedback_pass = "0"
// Sony Megatron Colour Video Monitor by Major Pain The Cactus
shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear14 = "false"
scale_type14 = "source"
scale14 = "1.0"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "SourceSDR"
float_framebuffer14 = "true"
shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang"
filter_linear15 = "false"
scale_type15 = "source"
scale15 = "1.0"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "SourceHDR"
alias15 = "SourceSDR"
float_framebuffer15 = "true"
shader16 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang"
filter_linear16 = "false"
scale_type16 = "source"
scale16 = "1.0"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type16 = "viewport"
alias16 = "SourceHDR"
float_framebuffer16 = "true"
shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang
alias17 = "MBZ_PostCRTPass"
shader17 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang"
filter_linear17 = "false"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
scale_type17 = "viewport"
float_framebuffer17 = "true"
alias17 = "CRTPass"
shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "PostCRTPass"
// Combine Passes ----------------------------------------------------------------
shader19 = ../../shaders/base/output-hdr.slang
scale_type19 = viewport
alias19 = "OutputPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
@ -215,9 +222,8 @@ TopLayerImage_mipmap = 1
// Sony Megatron Color Monitor
hcrt_hdr = "0.000000"
hcrt_gamma_in = "2.020000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "300.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "40.000000"

View file

@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/base/stock.slang
alias27 = "PrePass0"
@ -240,19 +242,23 @@ alias39 = BloomPass
shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-potato.slang
filter_linear40 = true
float_framebuffer40 = true
scale_type40 = viewport
scale_x40 = 1.0
scale_y40 = 1.0
float_framebuffer40 = true
shader41 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear41 = true
scale_type41 = viewport
scale_x41 = 1.0
scale_y41 = 1.0
float_framebuffer41 = true
alias41 = "CRTPass"
shader42 = ../../shaders/base/post-crt-prep-potato.slang
alias42 = "MBZ_PostCRTPass"
scale_type42 = viewport
float_framebuffer42 = true
alias42 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"
@ -288,8 +294,6 @@ GAMMA_INPUT = 2.0
gamma_out = 1.95
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -301,9 +305,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -317,3 +321,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
alias16 = "DeditherPass"
shader17 = ../../shaders/base/stock.slang
// filter_linear17 = "false"
@ -136,9 +137,10 @@ scale25 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader26 = ../../shaders/dogway/hsm-grade.slang
filter_linear26 = true
filter_linear26 = false
scale_type26 = source
scale26 = 1.0
alias26 = "ColorCorrectPass"
shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear27 = true
@ -205,19 +207,23 @@ alias34 = BloomPass
shader35 = ../../shaders/guest/hsm-crt-guest-advanced-potato.slang
filter_linear35 = true
float_framebuffer35 = true
scale_type35 = viewport
scale_x35 = 1.0
scale_y35 = 1.0
float_framebuffer35 = true
shader36 = ../../shaders/guest/hsm-deconvergence-potato.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
alias36 = "CRTPass"
shader37 = ../../shaders/base/post-crt-prep-potato.slang
alias37 = "MBZ_PostCRTPass"
scale_type37 = viewport
float_framebuffer37 = true
alias37 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"
@ -249,8 +255,6 @@ HSM_ASPECT_RATIO_MODE = 1
// HSM_CURVATURE_MODE = 0
// SMOOTH-ADV
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_DEDITHER_MODE = 3
SHARPSMOOTHER_ON = 1
@ -262,9 +266,9 @@ mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.55
ntsc_scale = 0.45
SHARPEN = 0.5
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
@ -278,3 +282,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
// maskDark = 0.4
// maskLight = 1.2
// mask_gamma = 4
// Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0

View file

@ -58,9 +58,10 @@ scale8 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
filter_linear9 = false
scale_type9 = source
scale9 = 1.0
alias9 = "ColorCorrectPass"
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
@ -108,9 +109,14 @@ shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang
filter_linear17 = true
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "CRTPass"
g_gamma_out = 2.45
shader18 = ../../shaders/base/post-crt-prep-potato.slang
alias18 = "MBZ_PostCRTPass"
scale_type18 = viewport
float_framebuffer18 = true
alias18 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"

View file

@ -1,4 +1,4 @@
shaders = 13
shaders = 18
shader0 = ../../shaders/base/add-params-potato.slang
alias0 = "CorePass"
@ -43,9 +43,10 @@ alias5 = "IntroPass"
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader6 = ../../shaders/dogway/hsm-grade.slang
filter_linear6 = true
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
alias6 = "ColorCorrectPass"
shader7 = ../../shaders/base/stock.slang
alias7 = "PrePass0"
@ -73,16 +74,54 @@ scale_type10 = source
scale_x10 = 1.0
scale_y10 = 1.0
shader11 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang
scale_type11 = viewport
shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
filter_linear11 = true
shader12 = ../../shaders/base/stock.slang
filter_linear12 = true
scale_type12 = source
scale_x12 = 1.0
scale_y12 = 1.0
alias12 = "PrePass"
mipmap_input12 = true
shader13 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
alias13 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
float_framebuffer14 = true
alias14 = "LinearizePass"
shader15 = ../../shaders/base/delinearize.slang
scale_type15 = source
float_framebuffer15 = "true"
shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang
scale_type16 = viewport
scale_x16 = 1.0
scale_y16 = 1.0
filter_linear16 = true
float_framebuffer16 = "true"
alias16 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader12 = ../../shaders/base/post-crt-prep-potato.slang
alias12 = "MBZ_PostCRTPass"
shader17 = ../../shaders/base/post-crt-prep-potato.slang
scale_type17 = viewport
float_framebuffer17 = true
alias17 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "ScreenPlacementImage;BackgroundImage;BackgroundVertImage"

View file

@ -1,4 +1,4 @@
shaders = 9
shaders = 14
shader0 = ../../shaders/base/add-params-potato.slang
alias0 = "CorePass"
@ -43,20 +43,59 @@ alias5 = "IntroPass"
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader6 = ../../shaders/dogway/hsm-grade.slang
filter_linear6 = true
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
alias6 = "ColorCorrectPass"
shader7 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang
scale_type7 = viewport
shader7 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear7 = true
scale_type7 = source
scale_x7 = 1.0
scale_y7 = 1.0
filter_linear7 = true
shader8 = ../../shaders/base/stock.slang
filter_linear8 = true
scale_type8 = source
scale_x8 = 1.0
scale_y8 = 1.0
alias8 = "PrePass"
mipmap_input8 = true
shader9 = ../../shaders/guest/hsm-avg-lum.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
mipmap_input9 = true
alias9 = "AvgLumPass"
// Pass referenced by subsequent blurring passes and crt pass
shader10 = ../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear10 = true
scale_type10 = source
scale10 = 1.0
float_framebuffer10 = true
alias10 = "LinearizePass"
shader11 = ../../shaders/base/delinearize.slang
scale_type11 = source
float_framebuffer11 = "true"
shader12 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang
scale_type12 = viewport
scale_x12 = 1.0
scale_y12 = 1.0
filter_linear12 = true
float_framebuffer12 = "true"
alias12 = "CRTPass"
g_sat = 0.15
g_gamma_out = 2.45
shader8 = ../../shaders/base/post-crt-prep-potato.slang
alias8 = "MBZ_PostCRTPass"
shader13 = ../../shaders/base/post-crt-prep-potato.slang
scale_type13 = viewport
float_framebuffer13 = true
alias13 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "ScreenPlacementImage;BackgroundImage;BackgroundVertImage"

View file

@ -58,9 +58,10 @@ scale8 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
filter_linear9 = false
scale_type9 = source
scale9 = 1.0
alias9 = "ColorCorrectPass"
shader10 = ../../shaders/base/stock.slang
alias10 = "PrePass0"
@ -162,19 +163,23 @@ alias22 = BloomPass
shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-potato.slang
filter_linear23 = true
float_framebuffer23 = true
scale_type23 = viewport
scale_x23 = 1.0
scale_y23 = 1.0
float_framebuffer23 = true
shader24 = ../../shaders/guest/hsm-deconvergence.slang
filter_linear24 = true
scale_type24 = viewport
scale_x24 = 1.0
scale_y24 = 1.0
float_framebuffer24 = true
alias24 = "CRTPass"
shader25 = ../../shaders/base/post-crt-prep-potato.slang
alias25 = "MBZ_PostCRTPass"
scale_type25 = viewport
float_framebuffer25 = true
alias25 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"

View file

@ -58,9 +58,10 @@ scale8 = 1.0
// Color Correction with Dogway's awesome Grade shader
// Grade is after Afterglow so that brightening the black level does not break the afterglow
shader9 = ../../shaders/dogway/hsm-grade.slang
filter_linear9 = true
filter_linear9 = false
scale_type9 = source
scale9 = 1.0
alias9 = "ColorCorrectPass"
shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear10 = true
@ -127,19 +128,23 @@ alias17 = BloomPass
shader18 = ../../shaders/guest/hsm-crt-guest-advanced-potato.slang
filter_linear18 = true
float_framebuffer18 = true
scale_type18 = viewport
scale_x18 = 1.0
scale_y18 = 1.0
float_framebuffer18 = true
shader19 = ../../shaders/guest/hsm-deconvergence-potato.slang
filter_linear19 = true
scale_type19 = viewport
scale_x19 = 1.0
scale_y19 = 1.0
float_framebuffer19 = true
alias19 = "CRTPass"
shader20 = ../../shaders/base/post-crt-prep-potato.slang
alias20 = "MBZ_PostCRTPass"
scale_type20 = viewport
float_framebuffer20 = true
alias20 = "PostCRTPass"
// Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage"

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