add kokoko3k's aio bezel shaders

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hunterk 2022-12-05 18:48:10 -06:00
parent e5fec95dfe
commit ac6a1bf46c
68 changed files with 11879 additions and 0 deletions

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shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
SATURATION = "1.100000"
GAMMA_OUT = "0.500000"
DO_FXAA = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.300000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.425000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.100000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "0.750000"
BLOOM_GAMMA_OUT = "1.000000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.500000"
GEOM_WARP_Y = "0.500000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.005000"
BEZEL_FRAME_ZOOM = "0.139000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "5.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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bezel/koko-aio/LICENSE Normal file
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237
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**koko-aio-slang parameters documentation**
**Shift RGB components:**
Shift R,G,B components separately to mimic chroma
dephasing and color aberrations.
By varying Red, Green and Blue offsets, the relative component will be
shifted column by column, row by row.
**Saturated color bleeding:**
Will cause an horizontal chroma bleed which cheaply mimics the effect of
poor composite video signals.
It can be used with RGB shifting and image blurring to give the picture
an ntsc look without dealing with specific encoding/decoding stuffs.
**Color corrections:**
Modify luminance, saturation, contrast, brightness and color temperature of the
"input" signal.
Gamma correction is applied to the final processed picture.
**FXAA:**
Apply the well known antialiasing effect by Nvidia.
Use it if you don't want to blur the image and you still don't like
jagged or too much pixelated images.
**Scanlines:**
Emulate CRT scanlines.
Scanlines gap brightness:
controls how "little" they will look pronunced.
You can even use a negative value to make the scanline more evident,
but graphical glitches may occour.
Scanlines gap brightness:
Controls how much the gap between scanlines is dark
Compensate brightness loss:
Will make scanlines brighter, where possible, to compensate for the loss of brightness
gicen by the dark gap between them.
Scanlines bleeding:
will cause the scanline itself to light the scanline gap (dark) part.
You may use it to keep a good brightness overrall picture level.
Interlace flicker:
Emulates the flickerin issues present on crt interlaced screens
where the brighter lines flickers wien they are near dark ones.
You can choose to produce the flickering: never, always or only
when the input picture is considered interlaced.
The threshold for that is defined in config.inc
with the parameter: MIN\_LINES\_INTERLACED.
Disable on interlaced screen:
You can choose to completely disable scanline emulation when
the input picture is considered interlaced.
**Input power/glowing:**
Emulate the CRT glowing "feature", so that the brighter areas of
the image will light their surroundings.
Input signal glow strength:
The input signal gain
Sharpness:
How much the glow will "spread".
When pushed to its maximum value, no blurring will occour.
Gamma:
Controls how much the signal has to be bright to produce the glow.
Post gain:
This will cause the glowed image to be added to the input signal.
This allows to emulate glow and haloing in a single pass.
However the haloing should be applied after the mask emulation.
Likely to be removed in a future release.
**RGB Masks and/or Darklines:**
Emulates CRT RGB phosphors (RGB Mask),
slotmasks and aperturegrille (Darklines).
(HiDPI) Vmask and Darklines multiplier:
This shader is tuned for 1080p, but ff you have an HiDPI display
you may want to scale this filter by a factor.
Vmask Strength:
How much will the RGB mask be visible.
RGB Mask: (LoDPI) Green,Magenta -> BGR:
By exploiting common monitors RGB subpixel order, this causes
the RGB mask, to be emulated by using just 2 pixels instead of 3.
Very useful for 1080p (or lower) displays and to keep more brightness.
RGB Mask: Horizontal Gap between triads:
In real displays rgb triads are separated by a black space.
You can emulate it by turning this feature on.
RGB Mask: affect bright colors:
Emulating RGB masks will lower the resulting image brightness and you
just cant push input signal brightness without "burning" the signal.
By using this option, the RGB mask will be less evident on brighter
colors. However, since this will make the image to look somehow "dull",
it is advised to use the "Halo" feature instead (see later).
Darklines: strength:
How much will the horizontal darklines be visible.
Darklines: offset by triads:
When drawing "straight" horizontal darklines, you can emulate CRT aperture grille.
But if you want slotmasks instead, you need to vertically
offset them every RGB triad.
Darklines: period (triad height):
Basically tells the shader how much a triad has to be high.
Darklines: affect bright colors:
See "RGB Mask: affect bright colors"
**Halo:**
Emulates the effect of the brighter pixels reflected by the CRT glass
that lights nearby zones (a sort of tight bloom).
The light is meant to be spreaded in a way that it nulls the effect of the
dark scanline parts, darklines and the RGB masks.
So you can use this to restore the brightness and color saturation
loss when using features like scanlines, darklines or RGB masks.
**Bloom:**
Acts like Halo, but affects a much wider area and is more configurable.
By using this effect and playing with its parameters, you can achieve funny
or even artistic results.
Final mix:
Modulates between the original images and the bloomed one.
Radius:
Controls how much the bloom has to be wide.
Quality:
How much the shape of the bloomed picture will reflect the original one.
Input Gamma:
Use this as a threshold to control how much a pixel has to be bright
to produce a bloom effect.
Power multiplier:
Just apply a gain to the final bloom.
Output Gamma:
Play with it.
Strength on bright areas:
Since the light produced by the bloom effect is added to the underlying
image, it can produce burn effects on the already bright areas.
This is actually an hack that will avoid to bloom them.
Don't use too low values.
Bypass:
See how the bloomed image looks alone.
**Curvature:**
Emulates a curved CRT display.
WARP X, WARP Y:
control how much the display is curved along its axes.
Corner radius, Corner sharpness:
Control the "smoothness" of the display corners.
**Bezel:**
Draws a monitor frame with simulated reflections from the game content.
The monitor frame is an image loaded by the shader and is shipped
in the "textures" shader subdirectory, named "monitor\_body.png"
It has been made with the following rules that may come handy
only if you want to edit it; otherwise go on.
- The red channel represents the luminance information
- The green channel represents the highlights
- The alpha channel in the inner frame represents the part of the bezel
that will be filled by the game content
- The blue channel represents the part of the bezel that will be filled by the game reflection.
Bezel color (red,green,blue) and contrast:
Allows to choose the color of the monitor frame.
Image zoom:
Allows to shrink or expand the game content to fit the monitor frame.
Frame zoom:
Allows to shrink or expand the monitor frame to fit the game content.
Image Border:
Draws a black border around the game content.
**Backgound image:**
Draws an image on screen picked from the "textures" shader subdirectory,
named: background.png<br>
**-> It is needed that you set retroarch aspect to "Full" <-**
( Settings, Video, Scaling, Aspect Ratio = Full )
The image is painted "under" the game content and under the monitor frame by
default, and his alpha channel will let you see ambient lighs (see next).
Image over content (alpha channel driven)?:
...however you can paint the image over the game content and over the
monitor frame itself by selecting this option.
If you do so, the alpha channel of the background image will be used to
let you view the underlying content.
**Ambient light leds:**
Emulates the presence of led strips under the monitor that lights the
surroundings according to the edges of the game content.
-**\> It is needed that you set retroarch aspect to "Full" <-**
( Settings, Video, Scaling, Aspect Ratio = Full )
Slowness:
How much will the leds will take to reflect the game content.
It may sound silly to make them slow, but if they reacts too fast,
they may distract you.
Keep in mynd that there is a scene detection logic that will make them
react as fast as possible when a scene change is detected.
Light Falloff:
How wide is the area illuminated.
Led power:
Leds post gain.
Note: To avoid burn-in effects, keep Light Falloff + Led power < 1.4
**Aspect Ratio:**
When using effects that need Retroarch aspect ratio option
to be set to "full", you have to provide the source aspect
ratio to the shader.
Aspect Ratio Numerator:
Setting non positive value here will switch to a predefined
aspect ratio from the following list:
0 = 1.33 MAME
-1 = 1.55 NTSC
-2 = 1.25 PAL
-3 = 8/7 Snes
-4 = 10/7 Megadrive
-5 = Uncorrected
Aspect Ratio Denominator:
As long as Aspect Ratio Numerator is positive, this will
be used as the denominator of the fraction.
**Luminosity dependant zoom:**
On older CRT monitors, the picture gets bigger when the image was brighter.
**Vignette:**
Will cause uneven brightness of the image, more at the center,
less at the edges.
**Spot:**
Simulates external light reflected by the monitor glass.
**Alternate line blanking:**
CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
This emmulates the low pixel persistance of CRT monitors
and reduces the motion blur, typical of LCD displays, by blanking even/odd
screen lines on even/odd frames, by sacrificing image brightness, ofc.
Frame insertion strength:
How much the line will be blanked.
Dark lines period:
You can blank single line or a group of them at once.
See what performs better on your display.

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# TODO:
# Guess more aspect ratios: edit. nope: Guessing is impossible..
# Update pipeline graph
# Investigate the possible use of mipmapping in bloom function too.
# Try to move flickering scanlines into main, maybe by faking them with screenlines?
# Performances:
# haswell igp: i5-4590 CPU @ 3.30GHz
# Output on aspect: full, 1080p, 16:9, 60fps
# All measurements made with aspect=full, so as long as ambient light is not used, the whole screen is filled by the shader.
# This means that all the measurements, but ambient light itself are likely higher than real use.
# input: mame, dynamite dux: 26/09/2022 27/10/2022 02/11/2022
# GPU% Delta% vs Basal:
# no shader: 11 -23.6 11 10 10
# basal: 34.6 0.0 31.5 29.5 27.7
# FXAA: 37.5 2.9 34.15 32.2
# scanlines: 36.5 1.9 32.3 31.5
# ...flickering: 36.2 1.6 32.4 32
#input glow gamma 3: 40 5.4 36.75 35.2
# rgb mask: 35.7 1.1 32.60 33.4 **
# slotmask: 36.5 1.9 33.6 32.1
# halo gamma 3: 40.0 5.4 36.9 35.5
# bloom(q2): 38 3.4 35.8 35 30.5
# color corrections: 35 0.4 31.6 29.5
# curvature warp: 39.2 4.6 33.5 34.1
# vignette+spot: 35.2 0.6 33.2 34
# ambient light: 38 3.4 32.1 33.6
# Bezel: 37.5 33.7
#-----------------------------------------------
#Total basal + all the features: 72.2 65.3 65.2 61.2 (bloom q1)
# Koko-aio shader is meant to be an all-in one crt shader.
# It can be configured with many parameters, so that can be
# scaled to run on even on modest gpus while still developed to
# run with heavier presets on at least Haswell+ iGpus.
# It is not meant to simulate the internal behaviour of CRT displays,
# but to give users the parameters to make their monitors to look similar.
# Several presets are included.
# Actually it provides emulation for:
# scanlines, screenlines, RGB vertical masks, horizontal slot masks,
# glowing, haloing, blooming, gamma and SATURATION correction,pixel_outi
# black frame insertions, interlace emulation, antialiasing.
# External code by:
# * CRT - Guest - Dr.Venom (single pass bloom function)
# * Nvidia (FXAA)
# Bezel texture contains the following infomations:
# - The red channel represents the luminance information
# - The green channel represents the highlights
# - The alpha channel in the inner frame represents the part of the bezel that will be filled by the game content
# - The blue channel represents the part of the bezel that will be filled by the game reflection.
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
# Does this work?
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"
shaders = 17
# For P-uae defaults, doubling just y0 seems the best option.
# 90% of games are lowres in vertical size and p-uae defaults
# to 720 pixels width, which is enough for this preset to work as intended.
# Rest warned, that when a game sets an interlaced resolution, p-uae
# will output even 560 h-lines which, doubled, will result in
# 1120 h lines. too much even for a 1080p screen.
# Auto-Cropping/overscan emulation could be added in a future release.
# For other emulators/systems, probably it is best and safe to doulbe x0 too.
# In the first pass we draw an optional black border around the image for bezel purposes
# and scale the image to something better usable by FXAA
# Scaling y to 2x is needed by flickering scanlines pass.
shader0 = shaders/first_pass.slang
alias0 = "first_pass"
filter_linear0 = false
scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
wrap_mode0 = "mirrored_repeat"
float_framebuffer0 = false
# Nvidia fxaa pass:
# works good for "SD" resolutions
shader1 = shaders/fxaa.slang
alias1 = "FXAA_pass"
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
# FXAA don't really need any mipmap, but avglum_pass several passes after it does.
# and for the weird way retroarch manages mipmaps, specify that FXAA_pass wants mipmaps
# makes first_pass mipmaps available to everyone.
# even if theoretically not needed, texture() occurrence in FXAA_pass needed to be switched
# to textureLod(..,0.0) or it acts weird, don't ask me why.
# yay.
mipmap_input1 = true
wrap_mode1 = "mirrored_repeat"
float_framebuffer1 = false
shader2 = shaders/shift_and_bleed.slang
alias2 = "shift_and_bleed_pass"
filter_linear2 = true
scale2 = 1.0
scale_type2 = source
float_framebuffer2 = false
mipmap_input2 = false
wrap_mode2 = "mirrored_repeat"
# Blur and glow the image as requested
# This pass aims to simulate the signal input power.
# Glowing will be used to weighting the scanlines.
# In this pass we also generate flickering scanlines by blindly blanking
# alternate lines at #frame interval
shader3 = shaders/in_glow.slang
alias3 = "in_glow_pass"
filter_linear3 = true
scale3 = 1.0
scale_type3 = source
float_framebuffer3 = true
wrap_mode3 = "mirrored_repeat"
# This essentially is the same as glowing by a code point of view.
# But this pass will be added later on instead of mixed
shader4 = shaders/halo.slang
alias4 = "halo_pass"
filter_linear4 = true
scale4 = 1.0
scale_type4 = source
float_framebuffer4 = true
mipmap_input4 = false
wrap_mode4 = "mirrored_repeat"
# Get the average luminance needed by ambilight here, because:
# * mipmap_input only works on "Source" texture
# * the following pass does not use the previous one
# * the previous pass represents scene changes.
# The rgb channels of the following pass contains luminance info
# Used by the bezel code to light up the bezel corners.
# The alpha channel contains the sum/3.0 of rgb channels
# used to detect scene changes.
shader5 = shaders/avglum_pass.slang
alias5 = "avglum_pass"
filter_linear5 = true
scale_type5 = source
scale5 = 0.5
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = false
# The following 2 passes will blur the mirrored part of main pass
# to emulate bezel reflections.
shader6 = shaders/reflection_blur_h.slang
alias6 = "reflected_blurred_pass1"
filter_linear6 = true
scale_type6 = source
scale6 = 1.0
wrap_mode6 = "mirrored_repeat"
shader7 = shaders/reflection_blur_v.slang
alias7 = "reflected_blurred_pass2"
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
wrap_mode7 = "mirrored_repeat"
# In the subsequent passes we do first a fast bloom by first
# sampling the original texture and scale it down to keep
# it fast, next we do subsequent blurd of the bloomed
# pass.
shader8 = shaders/bloom_pass_1.slang
alias8 = "bloom_pass_1"
filter_linear8 = true
scale_type8 = source
scale8 = 1.0
# I NEED TO SET **THIS** TO mirrored_repeat TO HAVE THE PREVIOUS PASS mirrored_repeated (!?)
wrap_mode8 = "mirrored_repeat"
float_framebuffer8 = true
shader9 = shaders/bloom_pass_2.slang
alias9 = "bloom_pass_2"
filter_linear9 = true
scale_type9 = source
scale9 = 0.5
wrap_mode9 = "clamp_to_edge"
shader10 = shaders/bloom_pass_3.slang
alias10 = "bloom_pass_3"
filter_linear10 = true
scale_type10 = source
scale10 = 1.0
wrap_mode10 = "clamp_to_edge"
shader11 = shaders/bloom_pass_4.slang
alias11 = "bloom_pass_final"
filter_linear11 = true
scale_type11 = source
scale11 = 1.0
wrap_mode11 = "mirrored_repeat"
# Back led lights:
# Since the next pass will need mipmaps of the original image, and is only possible to get mipmaps
from the very previous pass, the next one will just passthrough the original image
#
shader12 = shaders/ambi_push_pass.slang
alias12 = "ambi_push_pass"
# I NEED TO SET **THIS** TO true TO HAVE THE PREVIOUS PASS linearly filtered
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = false
float_framebuffer12 = true
# Gather mipmaps from prevous pass and use them to light virtual leds under the virtual monitor
shader13 = shaders/ambi_pre_pass.slang
alias13 = "ambi_pre_pass1"
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
wrap_mode13 = "clamp_to_border"
float_framebuffer13 = false
# Temporally smooth led lights.
shader14 = shaders/ambi_temporal_pass.slang
alias14 = "ambi_temporal_pass"
filter_linear14 = true
scale_type14 = source
float_framebuffer14 = true
# In this pass we gather information about the rotated state of the source
# This information can only be taken when a pass scales to viewport
# So use a low output resolution to keep things as light as possible.
# The feedback of this pass will be queried by previous ones.
# I tried to move this into final_pass, but the gpu consumption was higher.
shader15 = shaders/isrotated.slang
alias15 = "isrotated_pass"
filter_linear15 = true
scale15 = 0.1
scale_type15 = viewport
wrap_mode15 = "mirrored_repeat"
# In this pass we emulate scanlines, glowing,
# RGB vertical mask, slot mask,haloing and color corrections
# This pass pass will do the composition of the previous passes
# with the bloomed image, vignette and spot light, black frame insertions
# and Bezel emulation
shader16 = shaders/final_pass.slang
alias16 = "final_pass"
filter_linear16 = true
scale_type16 = viewport
scale16 = 1.0
wrap_mode16 = "mirrored_repeat"

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shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.150000"
GEOM_WARP_Y = "0.150000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "1.200000"
GEOM_WARP_Y = "1.000001"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_R = "0.020000"
BEZEL_G = "0.000000"
BEZEL_B = "-0.020000"
BEZEL_CON = "1.280000"
BEZEL_INNER_ZOOM = "-0.450000"
BEZEL_FRAME_ZOOM = "-0.190000"
BEZEL_IMAGE_BORDER = "1.030000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_OFFX = "0.002000"
BG_IMAGE_OFFY = "0.005000"
BG_IMAGE_ZOOM = "1.091004"
DO_AMBILIGHT = "0.000000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.000000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
S_SIZE = "0.640000"
S_POWER = "0.250000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,255 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "1.400000"
GEOM_WARP_Y = "1.600000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_R = "0.030000"
BEZEL_G = "0.000000"
BEZEL_B = "-0.030000"
BEZEL_INNER_ZOOM = "-0.590000"
BEZEL_FRAME_ZOOM = "-0.300000"
BEZEL_IMAGE_BORDER = "1.040000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_OFFX = "0.001000"
BG_IMAGE_OFFY = "0.006000"
DO_AMBILIGHT = "0.000000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.000000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
S_SIZE = "0.640000"
S_POWER = "0.250000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,244 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.000000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.800000"
GEOM_WARP_Y = "0.850000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,245 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.500000"
GEOM_WARP_Y = "0.500000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.005000"
BEZEL_FRAME_ZOOM = "0.139000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "5.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,239 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.150000"
GEOM_WARP_Y = "0.150000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,246 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.800000"
GEOM_WARP_Y = "0.850000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_IMAGE_BORDER = "1.020000"
DO_BG_IMAGE = "1.000000"
AMBI_STEPS = "5.000000"
AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,244 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.800000"
GEOM_WARP_Y = "0.850000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,245 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.500000"
GEOM_WARP_Y = "0.500000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.005000"
BEZEL_FRAME_ZOOM = "0.139000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "5.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,239 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.150000"
GEOM_WARP_Y = "0.150000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "7.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINES_BLEEDING = "0.825000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.150000"
GEOM_WARP_Y = "0.150000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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#version 450
/* This pass simulates the presence of a led strip placed on the back of the virtual screen */
#include "config.inc"
#define internalness 0.07 //The distance between the screen border and the led strip
#define leds_per_strip 8 //How many leds per border
#define radius 0.001 //The base radius of the emitted light (tuned by user parameter later)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float border_min;
layout(location = 2) out float border_max;
layout(location = 3) out float fstep;
layout(location = 4) out float lod;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
border_min=internalness ;
border_max=1.0-internalness ;
fstep = (border_max - border_min) / (leds_per_strip-1);
//Calc a lod for a texture sized led_strip x led_strip
lod = log2(params.SourceSize.y / leds_per_strip);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float border_min;
layout(location = 2) in float border_max;
layout(location = 3) in float fstep;
layout(location = 4) in float lod;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D isrotated_passFeedback;
layout(set = 0, binding = 4) uniform sampler2D ambi_pre_pass1Feedback;
#include "includes/functions.include.slang"
vec3 circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF, float f_lod) {
float fdistance=distance(middle, vec2(coords.x, coords.y));
float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
vec3 circle_color = textureLod(Source, middle, f_lod).rgb * circle;
return circle_color;
}
#define tol_start 0.06 //skip tolerance
#define tol_end 0.94 //1-tol_start
/*
To spare gpu cycles, completely skip the pass
by the following factor and return instead the previous
(temporal) frame. The trick works because the pass is
temporal smoothed later on.
The only downside is that the leds will have less reaction time.
Esample:
a FRAME_DIVIDER = 3 over a 60hz content will give
a minimum reaction time of 60/3=20Hz=50msecs.
*/
#define FRAME_DIVIDER 3
void main() {
if (DO_AMBILIGHT != 1.0) return;
if ( mod(params.FrameCount, FRAME_DIVIDER) != 0.0) {
FragColor = texture(ambi_pre_pass1Feedback, vTexCoord);
return;
}
bool is_rotated = texture(isrotated_passFeedback, vec2(0.5, 0.5)).r > 0.5;
//Scale to the original aspect
vec2 coords = get_scaled_coords(vTexCoord, global.FinalViewportSize, is_rotated);
if (DO_BEZEL==1.0) coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
//Skip coords in the rect "under the monitor"
FragColor = vec4(0.0);
//First consider to skip the curved coords
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0)) {
vec2 coords_curved = Warp(coords, GEOM_WARP_X, GEOM_WARP_Y);
if ( ( (coords_curved.x > tol_start && coords_curved.x < 1.0 - tol_start ) && (coords_curved.y > tol_start && coords_curved.y < 1.0 - tol_start) ) &&
!( (coords.x < - tol_start || coords.x > 1.0 + tol_start) || (coords.y < - tol_start || coords.y > 1.0 + tol_start) ) )
return;
}
}
//...next, the straight ones (needed even when curvature is due, because it returns particular values in the corners)
//skip_pass = skip_pass && !( (coords.x < 0.0 -tol || coords.x > 1.0 +tol) || (coords.y < 0.0 -tol || coords.y > 1.0 +tol) );
if (coords.x > tol_start && coords.x < tol_end && coords.y > tol_start && coords.y < tol_end) return;
//Finally, emulate leds.
vec3 pixel_out = vec3(0.0);
float middle_x; float middle_y ;
middle_x=border_min;
for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) {
pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
}
middle_x=border_max;
for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) {
pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
}
middle_y=border_min;
for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) {
pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
}
middle_y=border_max;
for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) {
pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
}
FragColor = vec4(pixel_out,1.0);
return;
}

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#version 450
/* This pass apply an pre-gain to the leds on the rear of the virtual screen
* it is intended to produce a mipmap to be used by the next pass */
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D first_pass;
layout(set = 0, binding = 3) uniform sampler2D avglum_pass;
#include "includes/functions.include.slang"
void main() {
if (DO_AMBILIGHT != 1.0) return;
vec3 pixel_out = texture(first_pass, vTexCoord).rgb;
pixel_out = apply_fuzzy_main_pass(pixel_out);
pixel_out = pixel_push_luminance(pixel_out, AMBI_POWER-1);
FragColor = vec4(pixel_out, 1.0);
}

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#version 450
/* In this pass the led light is temporally smoothed to give smooth fades.
* the slowness is configurable by user parameter.
* It also detect when a full scene is changed to produces fast fades, instead
*/
#include "config.inc"
#define PreviousSampler ambi_temporal_passFeedback
#define CurrentSampler ambi_pre_pass1
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D CurrentSampler;
layout(set = 0, binding = 3) uniform sampler2D PreviousSampler;
layout(set = 0, binding = 4) uniform sampler2D avglum_pass;
layout(set = 0, binding = 5) uniform sampler2D avglum_passFeedback;
#define MAX_STEPS AMBI_STEPS
float ambi_step(float start, float end, float mystep) {
float diff = start-end;
if (abs(diff) < mystep) return end;
if (start >= end)
return start - mystep;
else
return start + mystep;
}
vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){
//step fade (f) rom s to d
return vec3 ( ambi_step(s.r,d.r,mystep.r),
ambi_step(s.g,d.g,mystep.g),
ambi_step(s.b,d.b,mystep.b)
);
}
vec4 pixel_ambilight() {
vec3 mystep;
vec4 previous_pixel_vec4 = texture(PreviousSampler, vTexCoord);
vec3 current_pixel = texture(CurrentSampler, vTexCoord).rgb;
vec3 previous_pixel = previous_pixel_vec4.rgb;
float scene_change_remaining = previous_pixel_vec4.a;
float prev_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a;
float curr_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a;
float diff_avg_lum = abs(prev_avg_lum - curr_avg_lum);
if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) {
scene_change_remaining = 1.0;
}
// Are we changing scene?
if (scene_change_remaining > 0.0) {
mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene
scene_change_remaining -= AMBI_FAST_STEP;
} else {
mystep = abs((previous_pixel-current_pixel) / MAX_STEPS);
}
return vec4(ambi_step_rgb(previous_pixel,current_pixel,mystep),scene_change_remaining);
}
void main() {
if (DO_AMBILIGHT != 1.0) return;
FragColor = pixel_ambilight();
}

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#version 450
/* In this pass we calculate the average luminance of the scene.
* It is cheaply obtained by the use of mipmaps. */
#include "config.inc"
//The mipmap wideness needed by the reflection on the bezel.
#define min_w 16
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float lod;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
lod = log2(params.SourceSize.y / min_w);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float lod;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D first_pass;
layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
/* The following will allow to sample at reduced interval
The scene change detection logic will take advantage of it
So that quick fades will still be treated as scene changes
*/
// #define avglum_divider 4 <-- in config.inc
#include "includes/functions.include.slang"
float get_avg_lum_from_mip() {
vec3 mip = textureLod(first_pass, vec2(0.5,0.5),20.0).rgb;
mip = apply_fuzzy_main_pass(mip);
return (mip.r+mip.g+mip.b)/3.0;
}
float get_avglum() {
bool coordinate_for_scene_detection =
vTexCoord.x > 0.24 && vTexCoord.x < 0.26 &&
vTexCoord.y > 0.24 && vTexCoord.y < 0.26 ;
bool reduced_sample_time_is_now = (mod(params.FrameCount,AMBI_AVGLUM_DIVIDER) == 0);
if (!coordinate_for_scene_detection) return get_avg_lum_from_mip();
if (reduced_sample_time_is_now) return get_avg_lum_from_mip();
if (coordinate_for_scene_detection && reduced_sample_time_is_now) return get_avg_lum_from_mip();
/* Implicit else: we are in a coordinate that is not used for scene detection
* So just return the feedback of this pass to spare gpu cycles. */
return texture(avglum_passFeedback,vTexCoord).a;
}
void main() {
/*Grab a mipmap from the previous pass.
Calculate the average luminance from the smallest mipmap and put into the alpha channel
So that can be used:
1 - continuously at coordinate 0.5,0.5
2 - sampled less often for scene detection logic at coordinate 0.25,0.25
Put another small mipmap into the rgb channel to be used by the reflection code.
*/
//FIXME: see which is faster:
//if (DO_AMBILIGHT == 1.0 || DO_BEZEL == 1.0 || DO_DYNZOOM == 1.0) {
if ( DO_AMBILIGHT + DO_BEZEL + DO_DYNZOOM + DO_BLOOM == 0 ) return;
vec4 pixel_out;
pixel_out.a = get_avglum();
if (DO_BEZEL + DO_BLOOM > 0.0) {
//Create a small mipmap to be used to light the bezel corners.
pixel_out.rgb = textureLod(first_pass, vTexCoord,lod).rgb;
}
FragColor = pixel_out;
}

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#version 450
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D first_pass;
#include "includes/blooms.include.slang"
#include "includes/functions.include.slang"
void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom(
first_pass,
vTexCoord,
params.OriginalSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
BLOOM_GAMMA,
0.0,
0.0
);
bloomed = apply_fuzzy_main_pass(bloomed) * BLOOM_POWER;
FragColor = vec4(bloomed, 1.0);
}

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#version 450
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "includes/blooms.include.slang"
void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom(
Source,
vTexCoord,
params.SourceSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
1.0,
0.196349540625,
0.0
);
FragColor = vec4(bloomed.rgb, 1.0);
}

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#version 450
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "includes/blooms.include.slang"
void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom(
Source,
vTexCoord,
params.SourceSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
1.0,
0.39269908125,
0.0
);
FragColor = vec4(bloomed.rgb, 1.0);
}

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#version 450
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "includes/blooms.include.slang"
void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom(
Source,
vTexCoord,
params.SourceSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
1.0,
0.589048621875,
0.0
);
FragColor = vec4(pow(bloomed,vec3(BLOOM_GAMMA_OUT)),1.0);
}

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//Setting the glow/halo sharpness parameter to this
//will skip the blurring phase and lowers the gpu use
//Set this to the same value as used for the maximum
//of IN_GLOW_WH, HALO_W and HALO_H
#define GLOW_SHARP_MAX 7
//Consider content interlaced if lines are more than this
#define MIN_LINES_INTERLACED 300
//Sort of dithering used in vignette, spot, backlight leds
#define NOISEPOWER ((params.OutputSize.z)*3)
//Bezel reflection area size in relation to the game frame
//Use the lowest possible value for best performance
//It is also used to compute wrap/repeated coordinates.
#define BEZEL_REFLECTION_AREA_SIZE 0.175
// 0.0-1.0: sensitivity to scene change (ambilike stuff), 0.0 changes more
#define AMBI_SCENE_CHG_THRSHLD 0.07
// The following will allow to sample at reduced interval
// The scene change detection logic will take advantage of it
// So that quick fades will still be treated as scene changes
#define AMBI_AVGLUM_DIVIDER 4
// The following defines the speed of the color fades
// when changing scene. (range 0..1)
// It is wise to correlate it with avglum_divider
// try between (1/avglum_divider) and (1/avglum_divider)/3
#define AMBI_FAST_STEP 0.125
#define eps 1e-5
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
vec4 final_passSize;
uint FrameCount;
float SCANLINE_DARK;
float VMASK_OVERWHITE ;
float VMASK_DARKLINE_SCALE;
float VMASK_GAP;
float VMASK_USE_GM;
float DRKLN_OVERWHITE ;
float DO_DARKLINES_VOFFSET ;
float DARKLINES_PERIOD ;
float HALO_W ;
float HALO_H ;
float HALO_POWER ;
float HALO_GAMMA ;
float DO_BLOOM ; //4
float BLOOM_QUALITY ; //1
} params;
layout(std140, set = 0, binding = 0) uniform UBO {
mat4 MVP;
vec4 FinalViewportSize;
vec4 in_glow_passSize;
vec4 FXAA_passSize;
//vec4 main_passSize;
//vec4 monitor_bodySize;
//vec4 bgSize;
vec4 avglum_passSize;
vec4 first_passSize;
float DO_SCANLINES;
float DO_IN_GLOW;
float DO_VMASK_AND_DARKLINES ;
float MASK_COMPENSATION ;
float DO_HALO ;
float DO_CCORRECTION;
float DO_ALT_BLANK;
//float IN_GLOW_ADD ;
float SCANLINES_BLEEDING ;
float IN_GLOW_WH ;
float IN_GLOW_POWER ;
float IN_GLOW_GAMMA ;
float BLOOM_MIX;
float BLOOM_SIZE ; //1
float BLOOM_GAMMA; //1
float BLOOM_BYPASS; //1
float BLOOM_POWER; //1
float BLOOM_OVER_WHITE;
float BLOOM_GAMMA_OUT;
float ALT_BLANK_STRENGTH ; //2 FIXME to 1
float ALT_BLANK_PERIOD ;
float DO_FXAA ; //1
float DO_SAT_BLEED;
float SAT_BLEED_SIZE_LEFT;
float SAT_BLEED_SIZE_RIGHT;
float SAT_BLEED_FALLOFF;
float SAT_BLEED_STRENGTH;
float SAT_BLEED_PAL;
float SCANLINE_FLICKERING ; //2
float SCANLINE_FLICKERING_POWER;
float SCANLINE_DISABLE_ON_INTERLACE;
float SCANLINE_COMPENSATION;
float RGB_MASK_STRENGTH;
float DARKLINES_STRENGTH;
float GAMMA_OUT ; //1
float SATURATION;
float LUMINANCE;
float CONTRAST;
float BRIGHTNESS;
float TEMPERATURE;
float DO_CURVATURE;
float GEOM_WARP_X;
float GEOM_WARP_Y;
float GEOM_CORNER_SIZE;
float GEOM_CORNER_SMOOTH;
float DO_BEZEL;
float BEZEL_R;
float BEZEL_G;
float BEZEL_B;
float BEZEL_CON;
float BEZEL_INNER_ZOOM;
float BEZEL_IMAGE_BORDER;
float BEZEL_FRAME_ZOOM;
float DO_SPOT;
float S_POSITION;
float S_SIZE;
float S_POWER;
float S_BYPASS;
float DO_VIGNETTE;
float V_SIZE;
float V_POWER;
float V_BYPASS;
float DO_DYNZOOM;
float DYNZOOM_FACTOR;
float DO_AMBILIGHT;
float AMBI_FALLOFF;
float AMBI_POWER;
float ASPECT_X;
float ASPECT_Y;
float AMBI_STEPS;
float DO_BG_IMAGE;
float BG_IMAGE_OVER;
float BG_IMAGE_OFFY;
float BG_IMAGE_OFFX;
float BG_IMAGE_ZOOM;
float DO_SHIFT_RGB;
float SHIFT_R;
float SHIFT_G;
float SHIFT_B;
float OFFSET_STRENGTH;
} global;
// Color correction
#pragma parameter DO_CCORRECTION "★ Color corrections enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter LUMINANCE " Luminance push (>1.0=clip)" 0.0 0.0 1.5 0.05
#pragma parameter SATURATION " Saturation in (1.0=off)" 1.0 0.0 2.0 0.01
#pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter BRIGHTNESS " Brightness in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 10000.0 50.0
#pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 9.0 0.025
// FXAA
// Apply an antialiasing filter via FXAA from Nvidia.
#pragma parameter DO_FXAA "★ FXAA enable? ==>" 0.0 0.0 1.0 1.0
//Offset RGB
// Allow to shift Red, Green, Blue components along x and y axis
#pragma parameter DO_SHIFT_RGB "★ Shift RGB components enable? (bad with FXAA) ==>" 0.0 0.0 1.0 1.0
#pragma parameter OFFSET_STRENGTH " Strength" 0.5 0.0 1.0 0.1
#pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1
#pragma parameter SHIFT_G " Green offset" 40.0 -210.0 189.0 1
#pragma parameter SHIFT_B " Blue offset" 3.0 -210.0 189.0 1
// YIQ/YUV bandwidth limited chroma bleeding.
#pragma parameter DO_SAT_BLEED "★ Bandwidth limited chroma bleeding enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_PAL " Use PAL colorspace, not NTSC" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_STRENGTH " Strength" 1.0 0.0 5.0 0.01
#pragma parameter SAT_BLEED_SIZE_LEFT " Size Left" 5.0 1.0 40.0 1.0
#pragma parameter SAT_BLEED_SIZE_RIGHT " Size Right" 5.0 1.0 40.0 1.0
#pragma parameter SAT_BLEED_FALLOFF " Falloff" 1.7 1.0 2.0 0.01
// Input glowing
// Emulates the glowing of the input signal by blurring it with "IN_GLOW_WH" sharpness.
// Apply a gamma filter "IN_GLOW_GAMMA" to "light" it, multiplying the result by "IN_GLOW_POWER" and
// finally interpolating(*) it with the source image.
// "IN_GLOW_ADD" allows to modulate from interpolation(*) to a sum, wihch may (or not) produce better effects.
// With "IN_GLOW_ADD=0" input glowing does not alter the RGB mask
// or slot mask applied to the image.
#pragma parameter DO_IN_GLOW "★ Glowing Input/power enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter IN_GLOW_POWER " Input signal glow strength" 0.45 0.0 5.0 0.05
#pragma parameter IN_GLOW_WH " Sharpness" 2.5 0.2 7.0 0.05
#pragma parameter IN_GLOW_GAMMA " Gamma, the higher, the less the glow on dark colors" 1.0 1.0 10.0 0.1
//#pragma parameter IN_GLOW_ADD " Post gain (0.0 to disable)" 0.0 0.0 1.0 0.05
// RGB Mask
// Emulates CRT RGB phosphors.
// This is done by multiplying the source image pixels, in turn, by red green or blue.
// The strenght of the multiplication, and so of the final effect is affected by "RGB_MASK_STRENGTH" value.
// A Value of 0 completely disable the effect.
// "VMASK_DARKLINE_SCALE" Scales the gaps, the width the mask, and the height of the rgm bask and darklines (for HiDPI).
// "VMASK_GAP" Will draw an horizontal gap between triads, for HiDPI monitors.
// "VMASK_USE_GM" exploit the rgb subpixel layout of the real monitor to higher the apparent RGB vmask resolution
// "VMASK_OVERWHITE" modulates the strenght of the effect depending on the source pixel brightness,
// This is handy if you want to keep a good image contrast/brightness, but keep in mind that other
// parameters like haloing and bloom.
// Aperture grille/slot mask (shadow mask not implemented) are handled via *DARKLINES*
// Draw darklines on screen coordinates, by mixing black pixels with the source image
// on final viewport coordinates.
// "DARKLINES_STRENGTH" expresses the final strenght of the effect.
// if "DO_DARKLINES_VOFFSET" is 0, straight horizontal black lines will be painted that emulates an aperture grille.
// "DARKLINES_PERIOD" expresses every how many lines draw a black one (or the height ov the RGB triads)
// "DO_DARKLINES_VOFFSET" lets you to vertically offset by ""DARKLINES_PERIOD/2" the lines every 3 screen pixels,
// allowing, in conjunction with RGB mask, to emulate slot mask
// MASK_COMPENSATION will, where possible, compensate for the loss of brightness by smartly pushing the source luminance
#pragma parameter DO_VMASK_AND_DARKLINES "★ RGB Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter MASK_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.05
#pragma parameter VMASK_DARKLINE_SCALE " (HiDPI) Vmask and Darklines multiplier" 1.0 1.0 4.0 1.0
#pragma parameter RGB_MASK_STRENGTH " Vmask Strength (0.0 to disable)" 0.75 0.0 1.0 0.05
#pragma parameter VMASK_USE_GM " RGB Mask: (LoDPI) Green,Magenta -> BGR" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_GAP " RGB Mask: Horizontal Gap between triads" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_OVERWHITE " RGB Mask: affect bright colors" 1.0 0.0 1.0 0.05
#pragma parameter DARKLINES_STRENGTH " Darklines: strength (0.0 to disable)" 0.65 0.0 1.0 0.05
#pragma parameter DO_DARKLINES_VOFFSET " Darklines: offset by triads" 1.0 0.0 1.0 1.0
#pragma parameter DARKLINES_PERIOD " Darklines: period (triad height)" 4.0 2.0 16.0 2.0
#pragma parameter DRKLN_OVERWHITE " Darklines: affect bright colors" 1.0 0.0 1.0 0.05
// Halo
// The parameters are the same as input glowing, but this time the effect is applie
// after emulating the RGB phosphors the aperture grille or the slot masks and, instead of
// multiplying the resulting picture by the source one, it is added.
// this means that haloing will produce solid colors,
// lessening afromentioned effects on bright colors.
#pragma parameter DO_HALO "★ Halo enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter HALO_POWER " Strength" 0.9 0.0 5.0 0.025
#pragma parameter HALO_W " Horizontal sharpness" 1.75 0.2 7.0 0.05
#pragma parameter HALO_H " Vertical sharpness" 1.75 0.2 7.0 0.05
#pragma parameter HALO_GAMMA " Gamma, the higher, the less the halo on dark colors" 2.0 1.0 10.0 0.1
// Scanlines
// Blank even source lines, the value from 0.0 to 1.0 expresses the darkness of the blanked lines
// 1.0 means no blank at all.
// SCANLINE_DARK controls the gap brightness
// SCANLINE_COMPENSATION will make scanlines brighter, where possible, to compensate for the loss of brightness
// SCANLINE_BLEEDING will make the whiter part of the scanline to bright the gap.
#pragma parameter DO_SCANLINES "★ Scanlines enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter SCANLINE_DARK " Scanlines gap brightness" 0.0 -0.5 1.0 0.05
#pragma parameter SCANLINE_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.1
#pragma parameter SCANLINES_BLEEDING " Scanlines bleeding" 0.0 0.0 3.0 0.05
// Alternate the drawing of the scanlines between frames. this will produce a flickering typical of
// interlaced screens; 0 disable the effect, 1 always enables it, 2 enables it only when
// the shader detects an interlaced signal, which actually means that the vertical resoution is "high enough"
#pragma parameter SCANLINE_FLICKERING " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0
#pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.75 0.0 4.0 0.1
#pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 0.0 0.0 1.0 1.0
// Bloom
// The image is downsampled, bloomed and mixed back with the original image.
// "BLOOM_MIX" is the final mix strength
// "BLOOM_SIZE" is the radius of the blurred image
// "BLOOM_QUALITY" express a tradeoff between quality and effect speed.
// "BLOOM_GAMMA" allows to apply more bloom on the bright colors of the source image
// "BLOOM_POWER" is the additional gain applied to the bloom
// "BLOOM_BYPASS" will show only the bloomed component
// the original image.
#pragma parameter DO_BLOOM "★ Bloom enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BLOOM_MIX " Final mix, (0.0=off)" 0.2 0.0 1.0 0.01
#pragma parameter BLOOM_SIZE " Radius" 2.0 0.25 30.0 0.25
#pragma parameter BLOOM_QUALITY " Quality: more is better but slower" 1.0 1.0 32.0 1.0
#pragma parameter BLOOM_GAMMA " Input Gamma" 10.0 1.0 10.0 0.1
#pragma parameter BLOOM_POWER " Power multiplier" 10.0 1.0 100.0 0.5
#pragma parameter BLOOM_GAMMA_OUT " Output Gamma" 10.0 0.1 10.0 0.1
#pragma parameter BLOOM_OVER_WHITE " Strength on bright areas (0 = aura)" 0.5 0.0 1.0 0.05
#pragma parameter BLOOM_BYPASS " Bypass" 0.0 0.0 1.0 1.0
//Curvature parameters:
#pragma parameter DO_CURVATURE "★ Curvature enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter GEOM_WARP_X " Warp X" 0.3 0.0 6.0 0.05
#pragma parameter GEOM_WARP_Y " Warp Y" 0.0 0.0 6.0 0.05
#pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.01 0.01 0.1 0.005
#pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 50.0 1000.0 25.0
//Bezel related
#pragma parameter DO_BEZEL "★ Bezel enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BEZEL_R " Bezel color: Red" -0.3 -0.5 0.5 0.01
#pragma parameter BEZEL_G " Bezel color: Green" -0.3 -0.5 0.5 0.01
#pragma parameter BEZEL_B " Bezel color: Blue" -0.3 -0.5 0.5 0.01
#pragma parameter BEZEL_CON " Bezel Contrast" 1.3 0.0 10.0 0.01
#pragma parameter BEZEL_INNER_ZOOM " Image zoom" -0.18 -1.5 0.5 0.01
#pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.01
#pragma parameter BEZEL_IMAGE_BORDER " Image border" 1.01 1.0 1.2 0.01
#pragma parameter DO_BG_IMAGE "★ Backgound image enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING1 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter BG_IMAGE_OVER " Image over content (alpha channel driven)?" 0.0 0.0 1.0 1.0
#pragma parameter BG_IMAGE_OFFX " Shift Image over X axis" 0.0 -1.0 1.0 0.001
#pragma parameter BG_IMAGE_OFFY " Shift Image over Y axis" 0.0 -1.0 1.0 0.001
#pragma parameter BG_IMAGE_ZOOM " Zoom Image" 1.0 -1.0 3.0 0.001
//Back leds
//Emulates leds under the monitor frame that slowly reacts to image contents
#pragma parameter DO_AMBILIGHT "★ Ambient light leds enable? ==> " 1.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING3 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter LABEL_WARNING4 " ⚠ Resize the window once if you see glitches! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter AMBI_STEPS " Slowness" 60.0 5.0 1000.0 5.0
#pragma parameter AMBI_FALLOFF " Light Falloff" 0.7 0.1 3.0 0.01
#pragma parameter AMBI_POWER " Led power" 1.5 1.0 7.0 0.05
#pragma parameter label_ar "★ Aspect Ratio " 0.0 0.0 1.0 1.0
#pragma parameter ASPECT_X " Aspect Ratio Numerator (-x for a preset below)" 0.0 -5.0 256. 1.0
#pragma parameter ASPECT_Y " Aspect Ratio Denominator" 3.0 0.0 256. 1.0
#pragma parameter label_aspect_presets " Presets reference list:" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset0 " (0 = MAME 1.33)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset1 " (-1 = NTSC 1.5)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset2 " (-2 = PAL 1.25)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset3 " (-3 = Snes 8/7)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset4 " (-4 = Megadrive 10/7)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset5 " (-5 = Uncorrected)" 0.0 0.0 0.0 1.0
//Full screen glowing
//Modulate the image zooming depending on the image luminosity.
//You can lower the effect power through the DYNZOOM_FACTOR parameter.
#pragma parameter DO_DYNZOOM "★ Luminosity dependant zoom enable? ==>" 1.0 0.0 1.0 1.0
#pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 30.0 120.0 1.0
//Vignette and spot
//Emulates the vignette effect and/or a light reflection.
#pragma parameter DO_VIGNETTE "★ Vignette enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter V_BYPASS " bypass " 0.0 0.0 1.0 1.0
#pragma parameter V_SIZE " size" 1.7 0.0 3.0 0.05
#pragma parameter V_POWER " power" 1.1 0.05 2.0 0.05
#pragma parameter DO_SPOT "★ Spot enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter S_BYPASS " bypass" 0.0 0.0 1.0 1.0
#pragma parameter S_POSITION " Position" 0.0 -420.0 378.0 1
#pragma parameter S_SIZE " size" 0.4 0.0 1.0 0.01
#pragma parameter S_POWER " power" 0.1 0.05 2.0 0.05
// Alternative blanking.
// Emulates the low pixel persistance of CRT monitors and reduces the motion blur,
// typical of LCD displays, by blanking even/odd screen lines on even/odd frames.
// ALT_BLANK_STRENGTH expresses the strength of the "blank".
#pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 0.0 1.0 0.1
#pragma parameter ALT_BLANK_PERIOD " Dark lines period" 4.0 0.0 20.0 1.0
#define DO_FXAA global.DO_FXAA
#define DO_SAT_BLEED global.DO_SAT_BLEED
#define SAT_BLEED_SIZE_LEFT global.SAT_BLEED_SIZE_LEFT
#define SAT_BLEED_SIZE_RIGHT global.SAT_BLEED_SIZE_RIGHT
#define SAT_BLEED_FALLOFF global.SAT_BLEED_FALLOFF
#define SAT_BLEED_STRENGTH global.SAT_BLEED_STRENGTH
#define SAT_BLEED_PAL global.SAT_BLEED_PAL
//#define prefer_std_pow params.prefer_std_pow
#define DO_SCANLINES global.DO_SCANLINES
#define SCANLINE_DARK params.SCANLINE_DARK
#define SCANLINE_OVERWHITE global.SCANLINE_OVERWHITE
#define SCANLINE_FLICKERING global.SCANLINE_FLICKERING
#define SCANLINE_FLICKERING_POWER global.SCANLINE_FLICKERING_POWER
#define SCANLINE_DISABLE_ON_INTERLACE global.SCANLINE_DISABLE_ON_INTERLACE
#define SCANLINE_COMPENSATION global.SCANLINE_COMPENSATION
#define DO_IN_GLOW global.DO_IN_GLOW
//#define IN_GLOW_ADD global.IN_GLOW_ADD
#define SCANLINES_BLEEDING global.SCANLINES_BLEEDING
#define IN_GLOW_WH global.IN_GLOW_WH
#define IN_GLOW_POWER global.IN_GLOW_POWER
#define IN_GLOW_GAMMA global.IN_GLOW_GAMMA
#define DO_VMASK_AND_DARKLINES global.DO_VMASK_AND_DARKLINES
#define MASK_COMPENSATION global.MASK_COMPENSATION
#define RGB_MASK_STRENGTH global.RGB_MASK_STRENGTH
#define VMASK_OVERWHITE params.VMASK_OVERWHITE
#define VMASK_DARKLINE_SCALE params.VMASK_DARKLINE_SCALE
#define VMASK_GAP params.VMASK_GAP
#define VMASK_USE_GM params.VMASK_USE_GM
#define DARKLINES_STRENGTH global.DARKLINES_STRENGTH
#define DRKLN_OVERWHITE params.DRKLN_OVERWHITE
#define DO_DARKLINES_VOFFSET params.DO_DARKLINES_VOFFSET
#define DARKLINES_PERIOD params.DARKLINES_PERIOD
#define DO_HALO global.DO_HALO
#define HALO_W params.HALO_W
#define HALO_H params.HALO_H
#define HALO_POWER params.HALO_POWER
#define HALO_GAMMA params.HALO_GAMMA
#define DO_BLOOM params.DO_BLOOM
#define BLOOM_MIX global.BLOOM_MIX
#define BLOOM_QUALITY params.BLOOM_QUALITY
#define BLOOM_SIZE global.BLOOM_SIZE
#define BLOOM_GAMMA global.BLOOM_GAMMA
#define BLOOM_POWER global.BLOOM_POWER
#define BLOOM_GAMMA_OUT global.BLOOM_GAMMA_OUT
#define BLOOM_OVER_WHITE global.BLOOM_OVER_WHITE
#define BLOOM_BYPASS global.BLOOM_BYPASS
#define DO_CCORRECTION global.DO_CCORRECTION
#define GAMMA_OUT global.GAMMA_OUT
#define SATURATION global.SATURATION
#define LUMINANCE global.LUMINANCE
#define CONTRAST global.CONTRAST
#define BRIGHTNESS global.BRIGHTNESS
#define TEMPERATURE global.TEMPERATURE
#define DO_ALT_BLANK global.DO_ALT_BLANK
#define ALT_BLANK_STRENGTH global.ALT_BLANK_STRENGTH
#define ALT_BLANK_PERIOD global.ALT_BLANK_PERIOD
#define DO_CURVATURE global.DO_CURVATURE
#define GEOM_WARP_X global.GEOM_WARP_X
#define GEOM_WARP_Y global.GEOM_WARP_Y
#define GEOM_CORNER_SIZE global.GEOM_CORNER_SIZE
#define GEOM_CORNER_SMOOTH global.GEOM_CORNER_SMOOTH
#define DO_BEZEL global.DO_BEZEL
#define BEZEL_R global.BEZEL_R
#define BEZEL_G global.BEZEL_G
#define BEZEL_B global.BEZEL_B
#define BEZEL_CON global.BEZEL_CON
#define BEZEL_INNER_ZOOM global.BEZEL_INNER_ZOOM
#define BEZEL_FRAME_ZOOM global.BEZEL_FRAME_ZOOM
#define BEZEL_IMAGE_BORDER global.BEZEL_IMAGE_BORDER
#define DO_SPOT global.DO_SPOT
#define S_BYPASS global.S_BYPASS
#define S_POSITION global.S_POSITION
#define S_SIZE global.S_SIZE
#define S_POWER global.S_POWER
#define DO_DYNZOOM global.DO_DYNZOOM
#define DYNZOOM_FACTOR global.DYNZOOM_FACTOR
#define DO_VIGNETTE global.DO_VIGNETTE
#define V_BYPASS global.V_BYPASS
#define V_SIZE global.V_SIZE
#define V_POWER global.V_POWER
#define DO_AMBILIGHT global.DO_AMBILIGHT
#define AMBI_STEPS global.AMBI_STEPS
#define AMBI_FALLOFF global.AMBI_FALLOFF
#define AMBI_POWER global.AMBI_POWER
#define ASPECT_X global.ASPECT_X
#define ASPECT_Y global.ASPECT_Y
#define DO_BG_IMAGE global.DO_BG_IMAGE
#define BG_IMAGE_OVER global.BG_IMAGE_OVER
#define BG_IMAGE_OFFY global.BG_IMAGE_OFFY
#define BG_IMAGE_OFFX global.BG_IMAGE_OFFX
#define BG_IMAGE_ZOOM global.BG_IMAGE_ZOOM
#define DO_SHIFT_RGB global.DO_SHIFT_RGB
#define SHIFT_R global.SHIFT_R
#define SHIFT_G global.SHIFT_G
#define SHIFT_B global.SHIFT_B
#define OFFSET_STRENGTH global.OFFSET_STRENGTH

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#version 450
/* This pass:
* Composes the previous passes
* Does masks, spot, bezel, vignette, background image (anything else?)
*/
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
layout(location = 2) out vec2 spot_offset;
layout(location = 3) out vec2 vFragCoord;
#include "includes/functions.include.slang"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = get_scaled_coords(TexCoord,global.FinalViewportSize, is_rotated())+vec2(0.00001);
vOutputCoord = TexCoord;
spot_offset = offsets_from_float(S_POSITION+420.0,40);
spot_offset = spot_offset / 10.0 + vec2(0.0,1.0);
vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
floor(vOutputCoord.y * params.OutputSize.y));
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 2) in vec2 spot_offset;
layout(location = 3) in vec2 vFragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D bloom_pass_final;
layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_pass2;
layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass;
layout(set = 0, binding = 5) uniform sampler2D avglum_pass;
layout(set = 0, binding = 6) uniform sampler2D monitor_body;
layout(set = 0, binding = 7) uniform sampler2D bg_under;
layout(set = 0, binding = 8) uniform sampler2D bg_over;
layout(set = 0, binding = 9) uniform sampler2D first_pass;
layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass;
//Ex main_pass layouts:
layout(set = 0, binding = 11) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 12) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 13) uniform sampler2D halo_pass;
layout(set = 0, binding = 14) uniform sampler2D avglum_passFeedback;
//Ex main_pass defines:
#define half_pi 1.5707963267949
#include "includes/functions.include.slang"
vec3 pixel_vmask(vec3 source, vec3 white_reference, float over_white) {
// Simple RGB mask emulation with or without horizontal gap
float ooo = 1.0 - RGB_MASK_STRENGTH;
// RGB mask: R G B
vec3 m1 = vec3( 1.0 , ooo , ooo ); //col 1
vec3 m2 = vec3( ooo , 1.0 , ooo ); //col 2
vec3 m3 = vec3( ooo , ooo , 1.0 ); //col 3
vec3 gap = vec3( ooo );
int col = int( vOutputCoord.x * params.OutputSize.x );
vec3 pixel_out;
vec3 vmasked;
vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ;
if (mod(col, vec_mod.x) < vec_mod.y)
vmasked = m1 * source;
else if (mod(col, vec_mod.x) < vec_mod.z)
vmasked = m2 * source;
else if (mod(col, vec_mod.x) < vec_mod.w)
vmasked = m3 * source;
else vmasked = gap * source;
if (over_white == 1.0) pixel_out = vmasked;
else {
float whiteness=max(max(white_reference.r,white_reference.g),white_reference.b);
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
pixel_out= mix(vmasked,source,whiteness);
}
return pixel_out;
}
vec3 pixel_vmask_gm(vec3 source, vec3 white_reference, float over_white) {
// Simple RGB mask emulation with or without horizontal gap
float ooo = 1.0 - RGB_MASK_STRENGTH;
// RGB mask: R G B
vec3 m1 = vec3( ooo , 1.0 , ooo ); //col 1
vec3 m2 = vec3( 1.0 , ooo , 1.0 ); //col 2
vec3 gap = vec3( ooo );
int col = int( vOutputCoord.x * params.OutputSize.x );
vec3 pixel_out;
vec3 vmasked;
vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP,0.0,0.0))* VMASK_DARKLINE_SCALE ;
if (mod(col, vec_mod.x) < vec_mod.y)
vmasked = m1 * source;
else if (mod(col, vec_mod.x) < vec_mod.z)
vmasked = m2 * source;
else
vmasked = gap * source;
if (over_white == 1.0) pixel_out = vmasked;
else {
float whiteness=max(max(white_reference.r,white_reference.g),white_reference.b);
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
pixel_out= mix(vmasked,source,whiteness);
}
return pixel_out;
}
vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
float do_offset, vec3 white_reference,float over_white) {
/* "darklines" are vertical gaps that can be used to emulate aperturegrille
* or slotmasks
*/
float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
float Darkline_part_w_x2 = Darkline_part_w*2;
darkline_every *= VMASK_DARKLINE_SCALE;
if (over_white != 1.0) {
//less effect on bright colors.
float whiteness=max(max(white_reference.r,white_reference.g),white_reference.b);
darkline_trans+=(whiteness-over_white);
darkline_trans=clamp(darkline_trans,0.0,1.0);
}
//Slotmask (darklines are drawn with offset)
if (do_offset == 1.0) {
bool odd_line_meno_densa = mod(vFragCoord.y, darkline_every) > VMASK_DARKLINE_SCALE ;
bool odd_line_piu_densa = !(mod(vFragCoord.y, darkline_every/2) < VMASK_DARKLINE_SCALE && odd_line_meno_densa);
bool odd_column = mod(vFragCoord.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w;
bool draw_mask = odd_line_piu_densa && !odd_column || odd_column && odd_line_meno_densa;
return source * clamp(float(draw_mask),darkline_trans,1.0);
}
//Aperture grille (darklines are drawn straight)
bool draw_dark = mod(vFragCoord.y, darkline_every) < VMASK_DARKLINE_SCALE;
bool draw_color = !draw_dark;
return source * ( float(draw_color) + float(draw_dark) * darkline_trans );
}
float scanline_shape(vec2 coords, bool do_flicker) {
/* Produces a B/W scanline shape to be multiplicated by the source
* pixel later on to emulate scanline effect.
* scanlines can be drawn on odd and even fields alternating on odd and
* even frames to emulate that aspect of interlacing.
*/
bool alternate = false;
float period = 1.0;
if (do_flicker) {
if (params.FrameCount % 2 == 0.0) alternate = true;
if (params.OriginalSize.y > MIN_LINES_INTERLACED ) period = 0.5;
}
float angle = coords.y * pi * params.OriginalSize.y * period;
float lines;
if (alternate)
lines = -sin(angle+half_pi); //lines = abs(cos(angle));
else
lines = sin(angle);
lines = (lines*lines);
if (SCANLINE_DARK >= 0.0) {
lines = lines * (1.0 - SCANLINE_DARK) + SCANLINE_DARK;
} else {
float deepness = -SCANLINE_DARK;
lines = lines * ((1-SCANLINE_DARK) ) + SCANLINE_DARK ;
}
return lines;
}
vec4 pixel_main_pass(vec2 coords, bool bBorder_needed) {
//Exit if we don't need a border (ambient light/background picture)
//And we are outside the the border (unsure if this double check is good for performance) //FIXME
if (bBorder_needed)
if (vTexCoord.x < 0.0 || vTexCoord.x > 1.0 || vTexCoord.y < 0.0 || vTexCoord.y > 1.0) return vec4(0.0);
bool isinterlaced = is_interlaced();
bool flickering_scanlines = (DO_SCANLINES == 1.0) && scanline_have_to_flicker(isinterlaced) ;
vec3 pixel_in;
vec3 pixel_glowed;
//Get the first available pixel_in:
if (DO_IN_GLOW == 1.0) {
pixel_glowed = texture(in_glow_pass,coords).rgb;
pixel_in = pixel_glowed; }
else if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0)
pixel_in = texture(shift_and_bleed_pass,coords).rgb ;
else if (DO_FXAA > 0.0)
pixel_in = texture(FXAA_pass,coords).rgb ;
else
pixel_in = texture(first_pass,coords).rgb ;
vec3 pixel_out = pixel_in;
vec3 pixel_in_clamped = min(pixel_in,vec3(1.0)); //Clamp here for both vmask and darklines.
//Mask and darklines:
if (DO_VMASK_AND_DARKLINES == 1.0 ) {
vec3 pixel_in_compensated = pixel_in;
pixel_in_compensated = pixel_push_luminance(pixel_in, RGB_MASK_STRENGTH * MASK_COMPENSATION);
if (RGB_MASK_STRENGTH > 0.0) {
//Use RGB pattern or exploit RGB layout with green and magenta?
if (VMASK_USE_GM < 1.0)
pixel_out = pixel_vmask(pixel_in_compensated, pixel_in_clamped, VMASK_OVERWHITE);
else
pixel_out = pixel_vmask_gm(pixel_in_compensated, pixel_in_clamped, VMASK_OVERWHITE);
}
pixel_out = pixel_push_luminance(pixel_out, DARKLINES_STRENGTH * (1.0/DARKLINES_PERIOD) * MASK_COMPENSATION);
//Screen lines (slotmask aperture grille)
if (DARKLINES_STRENGTH > 0.0 ) {
float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
pixel_out = pixel_darklines(pixel_out,DARKLINES_PERIOD,MYDARKLINES_TRANSPARENCY,DO_DARKLINES_VOFFSET,pixel_in_clamped,DRKLN_OVERWHITE);
}
}
//Halo
vec3 pixel_haloed;
if (DO_HALO == 1.0 ) {
pixel_haloed = texture(halo_pass,coords).rgb;
pixel_out += pixel_haloed;
}
/* Non flickering scanlines, Don't do them if
* - User doesn't want scanlines
* - The screen is interlaced and the user doesn't want scanlines on it.
*/
if ( DO_SCANLINES == 1.0 &&
!( isinterlaced && SCANLINE_DISABLE_ON_INTERLACE == 1.0 )
) {
/* pixel_bleed is the color that will bleed over scanline gap.
* It is selected by the first available one depending on the shader
* features enabled by the user */
vec3 pixel_bleed;
if (DO_HALO == 1.0)
pixel_bleed = pixel_haloed;
else if (DO_IN_GLOW == 1.0)
pixel_bleed = pixel_glowed;
else
pixel_bleed = pixel_in;
// Optionally apply a gamma correction to the scanline shape.
if (SCANLINE_COMPENSATION > 0.0) {
float mypow = mix(1.0, (0.33 * SCANLINE_DARK + 0.67), SCANLINE_COMPENSATION);
pixel_out = pow(pixel_out,vec3(mypow));
}
float scanline_shape = scanline_shape(coords, flickering_scanlines);
//Obtain the scanlines screen by multiplying the scanline shape by the pixel color.
vec3 pixel_scanlined = pixel_out * scanline_shape;
//Next, emulate the bleeding of the color over the dark part of the scanlined screen.
pixel_out = pixel_scanlined + (pixel_out * pixel_bleed * SCANLINES_BLEEDING * (1-scanline_shape));
}
// Apply color correction (in this pass it is just the final output gamma)
if (DO_CCORRECTION == 1.0) pixel_out = pow(pixel_out,vec3(GAMMA_OUT));
//Out
return vec4(pixel_out,1.0) ; //* border(border_coords);
}
float global_noise;
vec4 pixel_background_image(bool over){
//return the aspect corrected background image:
vec2 bg_image_offset=vec2(BG_IMAGE_OFFX,BG_IMAGE_OFFY);
if (over) {
vec2 tex_size = textureSize(bg_over, 0); // * BG_ZOOM;
float bg_over_lod = log2(tex_size.y / global.FinalViewportSize.y);
vec2 back_coords = get_scaled_coords_aspect(vOutputCoord+bg_image_offset,global.FinalViewportSize, tex_size.x/tex_size.y, is_rotated());
back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
return textureLod(bg_over,back_coords,bg_over_lod);
}
//under
vec2 tex_size = textureSize(bg_under, 0); // * BG_ZOOM;
float bg_under_lod = log2(tex_size.y / global.FinalViewportSize.y);
vec2 back_coords = get_scaled_coords_aspect(vOutputCoord+bg_image_offset,global.FinalViewportSize, tex_size.x/tex_size.y, is_rotated());
back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
return textureLod(bg_under,back_coords,bg_under_lod);
}
vec3 pixel_border(bool image_over) {
/* Returns the surrounding of the tube/bezel:
* The led light alone
* the led light "under" a background image (alpha driven)
*/
vec3 pixel_out = vec3(1.0);
if (DO_AMBILIGHT == 1.0)
pixel_out = texture(ambi_temporal_pass, vOutputCoord + global_noise ).rgb;
if (DO_BG_IMAGE == 1.0 && !image_over) {
vec4 bg_image = pixel_background_image(false);
pixel_out = mix(pixel_out,bg_image.rgb,bg_image.a);
}
return pixel_out;
}
vec3 pixel_alternate(vec3 source, float whiteness) {
// Emulate the low crt persistance by only drawing odd/even lines
// on odd/even frames
float line = vTexCoord.y * params.OutputSize.y;
vec3 pixel_out = source;
float l_period_half = ALT_BLANK_PERIOD / 2;
if (mod(float(params.FrameCount),2.0 ) == 1) {
if (mod(line,ALT_BLANK_PERIOD) > l_period_half) pixel_out=mix(source,vec3(0), whiteness) ;
} else {
if (mod(line,ALT_BLANK_PERIOD) <= l_period_half) pixel_out=mix(source,vec3(0), whiteness) ;
}
return pixel_out;
}
#define bezel_luminance bezel.r
vec3 bezel_color(float lum) {
//Colorize bezel frame
vec3 col = vec3(BEZEL_R,BEZEL_G,BEZEL_B) + lum;
float con_max = 0.5 * BEZEL_CON + 0.5;
col.r = scale_to_range(col.r, -con_max+1, con_max); //contrast
col.g = scale_to_range(col.g, -con_max+1, con_max); //contrast
col.b = scale_to_range(col.b, -con_max+1, con_max); //contrast
return clamp(col,0.0,1.0);
}
vec3 compose_bezel_over(vec3 full_viewport) {
vec2 bezel_lut_size = textureSize(monitor_body,0);
float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y);
vec2 coords_for_bezel = vTexCoord;
if (BEZEL_FRAME_ZOOM != 0.0)
coords_for_bezel = zoomout_coords(vTexCoord,-BEZEL_FRAME_ZOOM,1.0);
vec2 coords_for_mirror = coords_for_bezel;
//No need to draw anything outside this:
if (coords_for_bezel.x < 0 || coords_for_bezel.y < 0 || coords_for_bezel.x > 1.0 || coords_for_bezel.y > 1.0) return full_viewport;
//Main lut:
vec4 bezel = textureLod(monitor_body,coords_for_bezel,bezel_frame_lod);
//No need to draw anything on full alpha:
if (bezel.a == 0.0) return full_viewport;
//We use the red component of the bezel to express its luminance (define bezel_luminance bezel.r)
vec3 bezel_colored = bezel_color(bezel_luminance);
//This is the reflection to be composed over the bezel);
vec3 pixel_mirrored = texture(reflected_blurred_pass2,
coords_for_mirror + random( min(global.FinalViewportSize.z,global.FinalViewportSize.w), vTexCoord ) ).rgb;
//Take the reflection modifier from the texture blue component into account; it is/may be used to lower the reflection in the corners.
//float reflection = (reflection_shade * 1.4 - 0.4) * bezel.b ;
//reflection = clamp (reflection, 0.0, 1.0);
float reflection = bezel.b;
vec3 bezel_out = bezel_colored + (pixel_mirrored * reflection * 0.5) ;
//Mix a bit of ambient light over the bezel
vec4 pixel_avglum = texture(avglum_pass,vOutputCoord);
bezel_out = bezel_out + (pixel_avglum.rgb * 0.05);
//We use the green component to express Hardness/Specularity; there the reflection will be completely diffused.
//For the task, we use a mipmap whit adeguate precision.
float lut_hardness = bezel.g;
if (lut_hardness > 0.0) {
bezel_out = bezel_out + ( ( pixel_avglum.rgb + pixel_avglum.a*0.5) * lut_hardness/3.5);
}
return mix(full_viewport, bezel_out, bezel.a);
}
vec4 pixel_inner_frame(vec2 coords, bool bBorder_needed) {
//This takes care of drawing the main content.
vec4 pixel_in = pixel_main_pass(coords, bBorder_needed);
vec3 pixel_out = pixel_in.rgb;
vec3 bloomed;
//Mix bloom texture
if (DO_BLOOM == 1.0 ) {
bloomed=texture(bloom_pass_final, coords).rgb ;
if (BLOOM_BYPASS == 1.0)
pixel_out = bloomed;
else {
float over_white_correction = 1.0;
if (BLOOM_OVER_WHITE < 1.0) {
//Use mipmap to identify bright areas.
vec3 avglum = texture(avglum_pass,coords).rgb;
//avglum = apply_fuzzy_main_pass(avglum);
float b_brightness = max(avglum.b,max(avglum.r,avglum.g));
//b_brightness = max(pixel_out.b,max(pixel_out.r,pixel_out.g));
b_brightness *= 1-BLOOM_OVER_WHITE;
over_white_correction =1- b_brightness;
}
pixel_out = pixel_out + (bloomed * BLOOM_MIX * over_white_correction);
}
}
//Black frame insertion
if (DO_ALT_BLANK == 1.0 ) {
pixel_out = pixel_alternate(pixel_out.rgb, ALT_BLANK_STRENGTH );
}
//vignette and spot
if (DO_VIGNETTE + DO_SPOT >0.0) {
float in_aspect = get_in_aspect();
if (DO_VIGNETTE == 1.0) {
float vignette;
float dist = length(vec2((coords.x-0.5)*in_aspect,coords.y-0.5));
vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER+global_noise;
if (V_BYPASS < 1.0) pixel_out = vignette * clamp(pixel_out,0.0,1.0);
else
pixel_out = vec3(vignette);
}
if (DO_SPOT == 1.0) {
float spot;
float dist = length(vec2((coords.x-0.5)*in_aspect,coords.y-0.5)+spot_offset);
spot = smoothstep(S_SIZE,0.0,dist)*S_POWER+global_noise;
if (S_BYPASS < 1.0) pixel_out = spot + pixel_out;
else
pixel_out = vec3(spot);
}
}
//smooth border (edge)
float border_inner_frame = 1.0;
if (DO_BEZEL==1.0 || DO_CURVATURE == 1.0)
border_inner_frame = border(coords);
float pixel_out_alpha = pixel_in.a * border_inner_frame;
//Out
return vec4(pixel_out,pixel_out_alpha) * border_inner_frame;
}
vec4 main_wrap(vec2 coords){
/* Handle inner border and outer border, not bezel */
if (DO_VIGNETTE + DO_SPOT + DO_AMBILIGHT >0.0) global_noise = random(NOISEPOWER, vTexCoord * params.FrameCount);
//Just do pixel_inner_frame() and exit when there is no need to paint border.
if (!border_needed()) return pixel_inner_frame(coords, false);
//From now on, we need a border.
bool bIs_outer_frame = ((vTexCoord.x < 0.0) || (vTexCoord.x > 1.0));
//Handle outer frame cases
//if we want ambilights in the outer frame, draw it and return
if (bIs_outer_frame)
return vec4(pixel_border(BG_IMAGE_OVER == 1.0),1.0);
//But if it is just outer frame, just make it black.
if (bIs_outer_frame) return vec4(0.0);
//Handle inner frame cases
vec4 vPixel_inner_frame = pixel_inner_frame(coords, true);
//mix ambilight in the inner frame too, as curvature could shrink into the inner frame.
bool draw_border = true;
//Not painting ambilights here is the best way to cheaply draw a border around the frame
if (DO_BEZEL == 1.0) {
vec2 vTexCoord_zoomout = zoomout_coords(vTexCoord, -BEZEL_INNER_ZOOM , 1.0);
float border_start = 1-BEZEL_IMAGE_BORDER;
//Not using curved coords here because crazy things would happen with vertical games
draw_border = vTexCoord_zoomout.x < border_start || vTexCoord_zoomout.x > BEZEL_IMAGE_BORDER ||
vTexCoord_zoomout.y < border_start || vTexCoord_zoomout.y > BEZEL_IMAGE_BORDER ;
}
if (draw_border)
return vec4(mix(pixel_border(BG_IMAGE_OVER == 1.0).rgb,vPixel_inner_frame.rgb,min(vPixel_inner_frame.a*1.5,1.0)),vPixel_inner_frame.a);
//return vec4(1.0,0.0,0.0,1.0);
//Last case, inner border without ambilight:
return vPixel_inner_frame;
}
void main() {
vec2 coords = vTexCoord;
//Luminosity dependant zoom
if (DO_DYNZOOM == 1.0) {
float zoomin = 1.0 + (texture(avglum_passFeedback, vec2(0.25,0.25) ).a/ DYNZOOM_FACTOR);
coords = zoom(coords, zoomin);
}
//Curvature
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords = Warp(coords,GEOM_WARP_X,GEOM_WARP_Y);
}
//Scale coords according to bezel settings?
if (DO_BEZEL == 1.0) {
coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
}
//"Just" handle inner and outer frame here:
vec4 pixel_out = main_wrap(coords);
//Draw bezel
if (DO_BEZEL == 1.0) {
pixel_out = vec4(compose_bezel_over(pixel_out.rgb),1.0);
}
//Draw an image "Over" the bezel with an hole inside by the alpha channel
if (DO_BG_IMAGE == 1.0 && BG_IMAGE_OVER==1.0) {
vec4 bg_image = pixel_background_image(true);
pixel_out = mix(pixel_out,bg_image,bg_image.a);
}
//For debug purposes:
//quad split screen
//if ( (vOutputCoord.x < 0.5 && vOutputCoord.y > 0.5) || (vOutputCoord.x > 0.5 && vOutputCoord.y < 0.5) ) pixel_out = texture(first_pass,vOutputCoord);
//split screen
//if (vTexCoord.y < 0.5) pixel_out = texture(first_pass,vTexCoord);
//pixel_out = texture(avglum_pass,vTexCoord);
FragColor = pixel_out;
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 4) out vec3 temperature_rgb;
#include "includes/functions.include.slang"
vec3 kelvin2rgb(float k) {
//Convert kelvin temperature to rgb factors
k = clamp(k,1000,40000);
k=k/100.0;
float tmpCalc;
vec3 pixel_out;
if (k<=66) {
pixel_out.r = 255;
pixel_out.g = 99.47080258612 * log(k) - 161.11956816610;
} else {
pixel_out.r = 329.6987274461 * pow(k - 60 ,-0.13320475922);
pixel_out.g = 288.12216952833 * pow(k-60, -0.07551484921);
}
if (k >= 66)
pixel_out.b = 255;
else if (k<=19)
pixel_out.b = 0;
else
pixel_out.b = 138.51773122311 * log(k - 10) - 305.04479273072;
return pixel_out/255.0;
}
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
if (TEMPERATURE != 6500)
temperature_rgb = kelvin2rgb(TEMPERATURE);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 4) in vec3 temperature_rgb;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "includes/functions.include.slang"
vec3 color_tools(vec3 pixel_out) {
//Apply color corrections to input signal.
//Push luminance without clipping
pixel_out = pixel_push_luminance(pixel_out,LUMINANCE);
//Modify saturation
if (!(SATURATION == 1.0)) {
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(pixel_out.rgb, W));
pixel_out.rgb = mix(intensity, pixel_out.rgb, SATURATION);
}
//Modify contrast and brightness
if (CONTRAST != 0.0 || BRIGHTNESS != 0.0)
pixel_out.rgb = scale_to_range_vec3(pixel_out.rgb, -CONTRAST, 1+CONTRAST) + BRIGHTNESS;
//Modify color temperature
if (TEMPERATURE != 6500.0) pixel_out.rgb = pixel_out.rgb * temperature_rgb;
return pixel_out;
}
vec3 pixel_no_flicker(vec2 coord){
vec3 pixel_out = texture(Source,coord).rgb;
if (DO_CCORRECTION == 1.0)
pixel_out = color_tools(pixel_out);
return pixel_out.rgb;
}
vec3 pixel_flickering() {
/* Simulates the flickering effect of the interlaced screens.
* As I remember, it was visible when a line and the next had high
* luminosity differences.
* So we need sample the current line and the previous one
* (eventually applying color corrections to both).
*
* Repeating the following:
* On frame 0, return the "clean" pixel
* On frame 1, mix the upper pixel with the current one
* On frame 2, mix the lower pixel with the current one
*
* The effect of the mix is the flickering itself, and we modulate
* the mix according to the luminance difference between the current
* pixel and the mixed one.
*
* We choose to alternate on a period of 3,
* (thus considering the upper pixel and the lower one)
* or else the high pixel persistance of lcd displays wont allow
* to see the effect (the lcd panel would just mix the pixels by itself (meh).
*/
vec3 pixel_cur = pixel_no_flicker(vTexCoord);
float mymod = params.FrameCount % 3;
if (mymod == 0.0) return pixel_cur;
float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ;
vec3 flickline;
if (mymod == 1.0 )
flickline = pixel_no_flicker(vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick));
else if (mymod == 2.0)
flickline = pixel_no_flicker(vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick));
float lumdiff = (flickline.r+flickline.g+flickline.b)/3.0 -
(pixel_cur.r+pixel_cur.g+pixel_cur.b)/3.0;
if (lumdiff > 0.0) {
lumdiff = scale_to_range(lumdiff,0.0,SCANLINE_FLICKERING_POWER);
return mix(pixel_cur,flickline,lumdiff);
} else {
return pixel_cur;
}
}
void debug() {
//Just test patterns here
vec3 pixel_debug;
//Use one of the following to debug:
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/8.0))); //white fade
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade
//pixel_debug=vec3(1.0);
//pixel_debug=vec3(0.0,1.0,0.0);
//pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x;
pixel_debug=vec3(vTexCoord.x); //H bw gradient
//pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
//pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray
//pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray
//pixel_debug=vec3(1,0,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
//if (mod(params.FrameCount,100) < 50) pixel_debug=vec3(0.0) ; else pixel_debug=vec3(1.0);
//FragColor = vec4(color_tools(pixel_debug).rgb,1.0);
FragColor = vec4(pixel_debug,1.0);
}
void main() {
//debug(); return;
/* since flickering code needs
luminosity difference between 2 vertical lines
both have to be processed through color corrections and rgb pixel offsets.
before flickering code can operate. (pixel_no_flicker)
Therefore we call pixel_no_flicker inside it when we want flickering scanlines
and outside id when we dont.
*/
if (DO_SCANLINES == 0.0) {
FragColor= vec4(pixel_no_flicker(vTexCoord),1.0);
return;
}
//Implicit else: DO_SCANLINES == 1.0
if (scanline_have_to_flicker(is_interlaced())) {
FragColor = vec4(pixel_flickering(),1.0);
return;
}
//Implicit else: DO_SCANLINES == 1.0 but no flickering needed.
FragColor = vec4(pixel_no_flicker(vTexCoord),1.0);
}

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#version 450
#include "config.inc"
/**
* @license
* Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
*
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR
* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY
* OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*/
/*
FXAA_PRESET - Choose compile-in knob preset 0-5.
------------------------------------------------------------------------------
FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
to apply algorithm.
1.0/3.0 - too little
1.0/4.0 - good start
1.0/8.0 - applies to more edges
1.0/16.0 - overkill
------------------------------------------------------------------------------
FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
Perf optimization.
1.0/32.0 - visible limit (smaller isn't visible)
1.0/16.0 - good compromise
1.0/12.0 - upper limit (seeing artifacts)
------------------------------------------------------------------------------
FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
------------------------------------------------------------------------------
FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
1.0/4.0 - seems to be the best quality wise
------------------------------------------------------------------------------
FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
1.0/2.0 - low removal
1.0/3.0 - medium removal
1.0/4.0 - default removal
1.0/8.0 - high removal
0.0 - complete removal
------------------------------------------------------------------------------
FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
This is important for the transition of sub-pixel detail,
like fences and wires.
3.0/4.0 - default (medium amount of filtering)
7.0/8.0 - high amount of filtering
1.0 - no capping of sub-pixel aliasing removal
*/
#ifndef FXAA_PRESET
#define FXAA_PRESET 4
#endif
#if (FXAA_PRESET == 6)
#define FXAA_EDGE_THRESHOLD (1.0/16.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)
#define FXAA_SEARCH_STEPS 128
#define FXAA_SEARCH_THRESHOLD (1.0/16.0)
#define FXAA_SUBPIX_CAP (1.0)
#define FXAA_SUBPIX_TRIM (0.0)
#endif
#if (FXAA_PRESET == 3)
#define FXAA_EDGE_THRESHOLD (1.0/16.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#if (FXAA_PRESET == 4)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
#define FXAA_SEARCH_STEPS 8
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/8.0)
#endif
#if (FXAA_PRESET == 5)
#define FXAA_EDGE_THRESHOLD (1.0/16.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)
#define FXAA_SEARCH_STEPS 32
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (7.0/8.0)
#define FXAA_SUBPIX_TRIM (1.0/8.0)
#endif
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
// Return the luma, the estimation of luminance from rgb inputs.
// This approximates luma using one FMA instruction,
// skipping normalization and tossing out blue.
// FxaaLuma() will range 0.0 to 2.963210702.
float FxaaLuma(vec3 rgb) {
return rgb.y * (0.587/0.299) + rgb.x;
}
vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
}
vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
float x = pos.x + float(off.x) * rcpFrame.x;
float y = pos.y + float(off.y) * rcpFrame.y;
return textureLod(tex, vec2(x, y),0);
}
// pos is the output of FxaaVertexShader interpolated across screen.
// xy -> actual texture position {0.0 to 1.0}
// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
{
vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
float lumaN = FxaaLuma(rgbN);
float lumaW = FxaaLuma(rgbW);
float lumaM = FxaaLuma(rgbM);
float lumaE = FxaaLuma(rgbE);
float lumaS = FxaaLuma(rgbS);
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
{
return rgbM;
}
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL);
vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
rgbL *= vec3(1.0/9.0);
float lumaNW = FxaaLuma(rgbNW);
float lumaNE = FxaaLuma(rgbNE);
float lumaSW = FxaaLuma(rgbSW);
float lumaSE = FxaaLuma(rgbSE);
float edgeVert =
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
float edgeHorz =
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
bool horzSpan = edgeHorz >= edgeVert;
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan)
{
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;
if (gradientN < gradientS)
{
lumaN = lumaS;
lumaN = lumaS;
gradientN = gradientS;
lengthSign *= -1.0;
}
vec2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
gradientN *= FXAA_SEARCH_THRESHOLD;
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
float lumaEndN = lumaN;
float lumaEndP = lumaN;
bool doneN = false;
bool doneP = false;
posN += offNP * vec2(-1.0, -1.0);
posP += offNP * vec2( 1.0, 1.0);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
if(!doneN)
{
lumaEndN = FxaaLuma(textureLod(tex, posN.xy,0.0).xyz);
}
if(!doneP)
{
lumaEndP = FxaaLuma(textureLod(tex, posP.xy,0.0).xyz);
}
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
if(doneN && doneP)
{
break;
}
if(!doneN)
{
posN -= offNP;
}
if(!doneP)
{
posP += offNP;
}
}
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
{
lengthSign = 0.0;
}
float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
vec3 rgbF = textureLod(tex, vec2(
pos.x + (horzSpan ? 0.0 : subPixelOffset),
pos.y + (horzSpan ? subPixelOffset : 0.0)),0.0).xyz;
return FxaaLerp3(rgbL, rgbF, blendL);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D first_pass;
void main() {
if ( DO_FXAA == 0.0 ) return;
FragColor = vec4(FxaaPixelShader(vTexCoord, first_pass, vec2(global.first_passSize.z, global.first_passSize.w)),0.0);
}

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#version 450
#include "config.inc"
#define pi 3.141592654
// Blur sizes must not depend on input resolution
#define scalemod_x (global.in_glow_passSize.x/360.0)
#define scalemod_y (global.in_glow_passSize.y/270.0)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
void main() {
gl_Position = global.MVP * Position;
//vTexCoord = get_scaled_coords(TexCoord);
vTexCoord = TexCoord;
vOutputCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 3) uniform sampler2D first_pass;
layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
// What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times,
// shamlessly hidden into an include:
#include "includes/pixel_glows.include.slang"
vec4 main_wrap(void) {
//Halo
vec3 pixel_haloed;
vec2 halo_coords = vTexCoord;
if (DO_IN_GLOW == 1.0)
pixel_haloed = pixel_glow(in_glow_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
else if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0)
pixel_haloed = pixel_glow(shift_and_bleed_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, params.OutputSize, params.OutputSize).rgb;
else if (DO_FXAA > 0.0)
pixel_haloed = pixel_glow(FXAA_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
else
pixel_haloed = pixel_glow(first_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
return vec4(pixel_haloed.rgb,1.0);
}
void main() {
if (DO_HALO == 0.0 ) return;
FragColor = main_wrap();
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord ;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 4) uniform sampler2D first_pass;
layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
// Blur sizes must not depend on input resolution
#define scalemod_x (params.OutputSize.x/360.0)
#define scalemod_y (params.OutputSize.y/270.0)
// What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times,
// shamlessly hidden into an include:
#include "includes/pixel_glows.include.slang"
void main() {
if (DO_IN_GLOW == 0.0) return;
vec3 pixel_glowed;
if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0)
pixel_glowed = pixel_glow(shift_and_bleed_pass, IN_GLOW_WH,IN_GLOW_WH,IN_GLOW_POWER,IN_GLOW_GAMMA,vTexCoord, params.OutputSize, params.OutputSize).rgb;
else if (DO_FXAA > 0.0)
pixel_glowed = pixel_glow(FXAA_pass, IN_GLOW_WH,IN_GLOW_WH,IN_GLOW_POWER,IN_GLOW_GAMMA,vTexCoord, params.OutputSize, params.OutputSize).rgb;
else
pixel_glowed = pixel_glow(first_pass, IN_GLOW_WH,IN_GLOW_WH,IN_GLOW_POWER,IN_GLOW_GAMMA,vTexCoord, params.OutputSize, params.OutputSize).rgb;
FragColor = vec4((pixel_glowed),1.0);
}

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#include "pows.include.slang"
#define Pi2 6.283
#define bloom_directions 8
#define b_offset_x -0.05 //Why is this needed by bloom?
#define bdirections 8
vec3 bloom(sampler2D smp, vec2 uv, vec4 smpsize, vec2 dest_size, float quality, float gamma, float start_offset, float lod) {
vec2 r = dest_size/smpsize.xy ;
vec3 lookup;
vec3 color = vec3(0.0,0.0,0.0);
float steps=0.0;
for( float d=start_offset; d<Pi2; d+=Pi2/bdirections) {
for(float i=1.0/quality; i<=1.0; i+=1.0/quality) {
lookup = textureLod(smp, uv + vec2( cos(d), sin(d)) * r * i, lod ).rgb ;
color +=pow(lookup.rgb,vec3(gamma));
}
}
color /= (quality*bdirections);
return color;
}

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#define alpha_mark 0.1
#define pi 3.141592654
vec3 pixel_push_luminance(vec3 c, float strength) {
//if (strength == 0.0) return c; //lighter without the check.
float whiteness = max(max(c.r, c.g), c.b);
whiteness = clamp(whiteness, 0.0, 1.0);
return c * (1+vec3((1-whiteness) * strength));
}
vec3 apply_fuzzy_main_pass(vec3 color) {
if (DO_IN_GLOW == 1.0)
color = pow(color,vec3(IN_GLOW_GAMMA))*IN_GLOW_POWER;
if (DO_VMASK_AND_DARKLINES == 1.0)
color *= mix ( (1.0 - ((RGB_MASK_STRENGTH*0.5)+(DARKLINES_STRENGTH*0.2))), 1.0, MASK_COMPENSATION) ;
if (DO_HALO == 1.0)
color += pow(color,vec3(HALO_GAMMA))*HALO_POWER;
if (DO_SCANLINES == 1.0)
color *= mix(0.5 + (SCANLINE_DARK*0.5), 1.0, SCANLINE_COMPENSATION);
if (DO_CCORRECTION == 1.0)
color = pow(color, vec3(GAMMA_OUT));
if (DO_VIGNETTE == 1.0)
color *= 0.8 * (V_POWER);
return color;
}
vec2 offsets_from_float(float in_param, int range){
return vec2(
(int(in_param) % range) - range*0.5,
floor(in_param / range) - range*0.5
);
}
/*vec2 circles(float param, float c_radius, float aspect, float directions) {
//given a 1d input param return full circles increasing radius.
param = param*(pi/directions);
float m = (c_radius * floor(param/pi)) * 100;
return vec2(m * sin(param) * aspect, m * cos(param)) * vec2(aspect,1.0);
}
vec2 spiral(float param,float spr_radius,vec2 spr_offset, vec2 spr_scale) {
//given a 1d input param returns a spiral
float m = spr_radius * param;
return vec2(m * sin(param), m * cos(param)) * spr_scale + spr_offset;
}
*/
bool similar(float a, float b, float threshold) {
return abs(a-b) < threshold;
}
bool vec2_similar(vec2 a, vec2 b, float threshold) {
return abs(a.x-b.x) < threshold && abs(a.y-b.y) < threshold;
}
vec2 zoom(vec2 in_coords, float zoom_factor) {
float off = 1.0/(zoom_factor*2.0) - 0.5;
return (in_coords/zoom_factor)-off;
}
vec2 zoomxy(vec2 in_coords, vec2 zoom_factor) {
vec2 off = 1.0/(zoom_factor*2.0) - 0.5;
return (in_coords/zoom_factor)-off;
}
vec2 zoomout_coords(vec2 in_coords, float zoom_out, float aspect) {
vec2 zoom = vec2( 1 + zoom_out,
1 + (zoom_out * aspect)
);
vec2 offset = vec2( (zoom.x-1.0) / 2.0,
(zoom.y-1.0) / 2.0
);
return (in_coords * zoom) - offset;
}
bool scanline_have_to_flicker(bool is_interlaced) {
return ((SCANLINE_FLICKERING == 1.0) || ((SCANLINE_FLICKERING==2.0) && is_interlaced ));
}
bool is_interlaced() {
return (params.OriginalSize.y > MIN_LINES_INTERLACED);
}
float scale_to_range(float x, float dmin, float dmax) {
//Scales 0..1 range to a..b range
return ( (dmax-dmin) * x ) + dmin;
}
vec3 scale_to_range_vec3(vec3 x, float dmin, float dmax) {
//Scales 0..1 range to a..b range
return ( (dmax-dmin) * x ) + dmin;
}
vec2 scale_to_range_vec2(vec2 x, float dmin, float dmax) {
//Scales 0..1 range to a..b range
return ( (dmax-dmin) * x ) + dmin;
}
#define RND_A 12.9898
#define RND_B 78.233
#define RND_C 43758.5453
float random(float power, vec2 seed) {
//From pal-singlepass.slang
//https://github.com/svofski/CRT
//Copyright (c) 2016, Viacheslav Slavinsky
//All rights reserved.
float dt = dot(seed.xy, vec2(RND_A, RND_B));
float sn = mod(dt,3.14);
float noise_out = fract(sin(sn) * RND_C) - 0.5;
noise_out = clamp(noise_out, -power, power);
return noise_out ;
}
//CURVATURE
#define corner_aspect vec2(1.0, 0.75)
float border(vec2 coord)
{
coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
coord = min(coord, vec2(1.0) - coord) * corner_aspect;
vec2 cdist = vec2(GEOM_CORNER_SIZE);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist)*GEOM_CORNER_SMOOTH, 0.0, 1.0);
}
vec2 Warp(vec2 uv,float wx, float wy){
uv = uv * 2.0 - 1.0;
vec2 CRT_Distortion = vec2(wx, wy);
float curvedCoordsDistance = length(uv);
uv /= curvedCoordsDistance;
uv *= (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+CRT_Distortion*0.2))));
uv /= (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+CRT_Distortion*0.2))));
uv = uv* 0.5 + 0.5;
return uv;
}
//VIGNETTE - SPOT
/* float gauss(float x, float x0, float sx, float size, float power){
float arg = x-x0;
arg = -(1/size)/2.*arg*arg/sx;
float a = 1./(pow(2.*3.1415*sx, 0.5));
return a*exp(arg) * power;
}
float gauss_xy(float pos_x, float pos_y, float size, float power, float gmin, float gmax) {
vec2 uv = vTexCoord.xy + vec2(pos_x,pos_y);
float scale_uv = params.SourceSize.x / params.SourceSize.y;
float gx = gauss(uv.x* scale_uv, 0.5*scale_uv, 0.1, size, power);
float gy = gauss(uv.y, 0.5, 0.1, size, power);
float light = gx*gy;
return clamp(light,gmin,gmax);
}
*/
//AMBILIGHT RELATED
bool border_needed() {
//returns if we need to draw on the border
return (DO_AMBILIGHT + DO_BG_IMAGE > 0.0);
}
#define mark_useless(x) mark_outer_frame(x)
vec4 mark_outer_frame(vec3 pixel) {
return vec4(pixel.rgb,0.0) ;
//For my mental sanity, I use a specific alpha channel value to mark a frame as a border
return vec4(pixel.r,pixel.g,pixel.b,alpha_mark) ;
}
#define is_useless(x) is_outer_frame(x)
bool is_outer_frame(vec4 pixel) {
return pixel.a == 0.0;
/*Check if a pixel is marked as border by comparing the value of its alpha channel
Tolerance is needed, because precision can be as low as 1/256; since I don't need
alpha channel, use an even large tolerance.
*/
return abs(pixel.a - alpha_mark) < 0.05; //<-- 0.05 allow about 20 alpha levels (1*0.05)
}
#define ar_tolerance 0.1 //To compensate when comparing different A/R
bool is_rotated() {
/*
For some reason, probably retroarch rotates the view only on final viewport stage, transparent to the shader passes,
The OutputSize of a pass that scales to viewport will have different aspect from the real final viewport.
We exploit this to understand when a game is rotated.
-->> This function only works if the calling pass scales to viewport.
This will fail for very particular cases, eg: when output window is extremely tall
*/
return (abs((params.OutputSize.x/params.OutputSize.y) - (global.FinalViewportSize.x/global.FinalViewportSize.y)) > ar_tolerance);
}
float get_in_aspect() {
if (ASPECT_X == -1) return 1.5; // ntsc
if (ASPECT_X == -2) return 1.25; // pal
if (ASPECT_X == -3) return 1.143; // 8/7 snes
if (ASPECT_X == -4) return 1.428; // 10/7 megadrive
if (ASPECT_X == -5) return params.OriginalSize.x/params.OriginalSize.y; //uncorrected
if (ASPECT_X == 0) {
return 1.3333333333333; //all mame games, not rotated
}
return ASPECT_X / ASPECT_Y ;
}
vec2 get_scaled_coords_aspect(vec2 pTexCoord, vec4 destsize, float in_aspect , bool is_rotated){
if (!border_needed()) return pTexCoord;
//else
float scale_x = 1.0;
float scale_y = 1.0;
float offset_x = 0.0 ;
float offset_y = 0.0 ;
if (is_rotated) {
scale_y = destsize.x/(destsize.y / in_aspect );
offset_y = (0.5 * scale_y ) - 0.5 ;
} else {
scale_x = destsize.x/(destsize.y * in_aspect);
offset_x = (0.5 * scale_x ) - 0.5 ;
}
vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
return scale_coord;
}
vec2 get_scaled_coords(vec2 pTexCoord, vec4 destsize, bool is_rotated){
if (!border_needed()) return pTexCoord;
//else
float scale_x = 1.0;
float scale_y = 1.0;
float offset_x = 0.0 ;
float offset_y = 0.0 ;
float in_aspect = get_in_aspect();
if (is_rotated) {
//I'm doing ping pong between th the following 2:
//FIXME: verify if it depends on destsize being outputsize or finalviewportsize!!
//scale_y = destsize.y/(destsize.x / in_aspect );
scale_y = destsize.x/(destsize.y / in_aspect );
offset_y = (0.5 * scale_y ) - 0.5 ;
} else {
//scale_x = params.OutputSize.x/(params.OutputSize.y * in_aspect);
//scale_x = global.FinalViewportSize.x/(global.FinalViewportSize.y * in_aspect);
scale_x = destsize.x/(destsize.y * in_aspect);
offset_x = (0.5 * scale_x ) - 0.5 ;
}
vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
return scale_coord;
}

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/* pack_2to1_f and unpack_1to2_float
* Take 2 floats and pack them into one
* #pragma format R32G32B32A32_SFLOAT needed
* The brighter color is lost.
*/
#define pack_floats_clamp 0.996078431372549 //1-(1/255)
#define pack_floats_precision 255.0
float pack_2to1_f(vec2 in_float){
//Clamp and round to 1/255 needed:
in_float = min(in_float,pack_floats_clamp);
in_float = floor(in_float*255.0)/255.0;
return in_float.x*pack_floats_precision + in_float.y;
}
vec2 unpack_1to2_float(float f){
float fr = fract(f);
float fg = floor(f)/pack_floats_precision;
return vec2(fr,fg);
}
//pack 2 vec3 into one
vec3 pack_2to1_vec3(vec3 v1, vec3 v2) {
return vec3(
pack_2to1_f(vec2(v1.r,v2.r)),
pack_2to1_f(vec2(v1.g,v2.g)),
pack_2to1_f(vec2(v1.b,v2.b))
);
}
void unpack_1to2_vec3(in vec3 v, out vec3 v1, out vec3 v2) {
vec2 t;
t.xy = unpack_1to2_float(v.r);
v1.r = t.x;
v2.r = t.y;
t.xy = unpack_1to2_float(v.g);
v1.g = t.x;
v2.g = t.y;
t.xy = unpack_1to2_float(v.b);
v1.b = t.x;
v2.b= t.y;
}
/* packColor and unpackColor
* Take a vec3 and pack them into one float
* #pragma format R32G32B32A32_SFLOAT needed
* The brighter colors (2) are lost.
*/
#define mul_low 65025.0 //(pow(255.0,2.0))
#define mul_mid 16581375.0 //(pow(255.0,3.0))
#define mul_hi 4228250625.0 //(pow(255.0,4.0))
#define pack_color_clamp 0.992156862745098 // 1.0-(2.0/255)
float packColor(vec3 color) {
color = clamp(color,0.0, pack_color_clamp);
color = floor(color*255.0)/255.0;
return (color.b * mul_low) + (color.g * mul_mid) + (color.r * mul_hi) ;
}
vec3 unpackColor(float result) {
float hi = floor(result/mul_mid)*mul_mid;
float mid = floor((result - hi)/mul_low)*mul_low;
float low = result - hi - mid;
return vec3(hi/mul_hi, mid/mul_mid, low/mul_low);
}

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//Those functions will sample from source texture (the previous), but with a precision taken from passthrough_passSize.
//This is needed because the source texture has been scaled up to the dimension of the viewport to allow
//the scanlines to be linear filtered.
/*
#include "pows.include.slang"
vec4 pixel_glow_gamma_1(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_2(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3*=l3; l2*=l2; l1*=l1;
r1*=r1; r2*=r2; r3*=r3;
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3*=l3; l2*=l2; l1*=l1;
r1*=r1; r2*=r2; r3*=r3;
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3*=l3; l2*=l2; l1*=l1;
r1*=r1; r2*=r2; r3*=r3;
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3*=l3; l2*=l2; l1*=l1;
r1*=r1; r2*=r2; r3*=r3;
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_3(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_4(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_5(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_6(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_7(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_8(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_9(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 pixel_glow_gamma_10(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
// vec4 SourceSize1 = params.SourceSize;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec3 blur_v(sampler2D in_texture, float my_glowpixy, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dy = vec2(0.0,SourceSize1.w) ;
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 y2 = 2.0*dy;
my_glowpixy = my_glowpixy / scalemod_y *2 ;
vec3 t1 = texture(in_texture, pC4 ).rgb;
vec3 t2 = texture(in_texture, pC4 -dy).rgb;
vec3 b1 = texture(in_texture, pC4 +dy).rgb;
vec3 b2 = texture(in_texture, pC4 +y2).rgb;
float wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
float wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
float wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
float wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
float wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 smoothed = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return smoothed;
return vec3(1.0);
}
*/
vec4 pixel_glow_std_pow(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, float glow_gamma, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
vec3 glow_gamma_vec3 = vec3(glow_gamma);
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 dumb_glow(sampler2D in_texture, float my_glow, float glow_gamma, vec2 coords) {
vec3 pixel_in = texture(in_texture, coords ).rgb;
pixel_in = pow(pixel_in,vec3(glow_gamma))*my_glow;
return vec4(pixel_in,0.0);
}
vec4 pixel_glow(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, float glow_gamma, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
if ( (my_glowpix >= GLOW_SHARP_MAX) && (my_glowpixy >= GLOW_SHARP_MAX) ) {
return dumb_glow(in_texture, my_glow,glow_gamma,coords);
}
return pixel_glow_std_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
//return pixel_glow_my_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
/* if (glow_gamma == 1) { return pixel_glow_gamma_1(in_texture, my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 2) { return pixel_glow_gamma_2(in_texture, my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 3) { return pixel_glow_gamma_3(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 4) { return pixel_glow_gamma_4(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 5) { return pixel_glow_gamma_5(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 6) { return pixel_glow_gamma_6(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 7) { return pixel_glow_gamma_7(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 8) { return pixel_glow_gamma_8(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 9) { return pixel_glow_gamma_9(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
if (glow_gamma == 10) { return pixel_glow_gamma_10(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
return pixel_glow_std_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
*/
}

View file

@ -0,0 +1,59 @@
vec3 pow_2(vec3 v) {
return v*v*v;
}
vec3 pow_3(vec3 v) {
return v*v*v;
}
vec3 pow_4(vec3 v) {
vec3 v2 = v*v;
return v2*v2;
}
vec3 pow_5(vec3 v) {
vec3 v2 = v*v;
return v2*v2*v;
}
vec3 pow_6(vec3 v) {
vec3 v2 = v*v;
return v2*v2*v2;
}
vec3 pow_7(vec3 v) {
vec3 v2 = v*v;
return v2*v2*v2*v;
}
vec3 pow_8(vec3 v) {
vec3 v2 = v*v;
vec3 v4 = v2*v2;
return v4*v4;
}
vec3 pow_9(vec3 v) {
vec3 v2 = v*v;
vec3 v4 = v2*v2;
return v4*v4*v;
}
vec3 pow_10(vec3 v) {
vec3 v2 = v*v;
vec3 v4 = v2*v2;
return v4*v4*v2;
}
vec3 my_pow(vec3 c,float p) {
if (p == 1) return c;
else if (p == 2) return c * c ;
else if (p == 3) return pow_3(c);
else if (p == 4) return pow_4(c);
else if (p == 5) return pow_5(c);
else if (p == 6) return pow_6(c);
else if (p == 7) return pow_7(c);
else if (p == 8) return pow_8(c);
else if (p == 9) return pow_9(c);
else if (p == 10) return pow_10(c);
return pow(c,vec3(p));
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float mark_color_rotated;
#include "includes/functions.include.slang"
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
if (is_rotated())
mark_color_rotated = 1.0;
else
mark_color_rotated = 0.0;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float mark_color_rotated;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main() {
FragColor.r = mark_color_rotated;
}

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#version 450
#include "config.inc"
#define eps 1e-8
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vTexCoord_zoom;
#include "functions.include.slang"
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord_zoom = TexCoord;
if (DO_BEZEL==1.0 && BEZEL_INNER_ZOOM !=0.0) vTexCoord_zoom = zoomout_coords(TexCoord, -BEZEL_INNER_ZOOM , 1.0);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vTexCoord_zoom;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Original;
layout(set = 0, binding = 3) uniform sampler2D main_pass;
layout(set = 0, binding = 4) uniform sampler2D isrotated_pass;
bool border_updown(){
//Return if black bars are up and down or left and right.
//Why this one work?
return ((params.OriginalSize.x > params.OriginalSize.y) && (global.main_passSize.x < global.main_passSize.y )) ||
(params.OriginalSize.x < params.OriginalSize.y) && (global.main_passSize.x > global.main_passSize.y ) ;
}
vec3 main_wrap(){
float myborder = 0.025; //20% border to be displaced
vec2 newcoords = vTexCoord_zoom;
vec3 pixel_out;
float mydiv;
float myoffset;
if (!border_updown()) {
mydiv = vTexCoord.x / myborder;
myoffset = (1.0-myborder) * floor(mydiv);
if (vTexCoord.x < 0.5)
newcoords.x = newcoords.x - ( myborder * floor(mydiv) ) ;
else
newcoords.x = (1 - myborder) + ( newcoords.x - (myborder*floor(mydiv)) ) ;
return texture(Original, newcoords).rgb;
}
//Is rotated
mydiv = vTexCoord.y / myborder;
myoffset = (1.0-myborder) * floor(mydiv);
if (vTexCoord.y < 0.5)
newcoords.y = newcoords.y - ( myborder * floor(mydiv) ) ;
else
newcoords.y = (1 - myborder) + ( newcoords.y - (myborder*floor(mydiv)) ) ;
return texture(Original, newcoords).rgb;
}
#include "functions.include.slang"
float mborder(vec2 coord,float aspect,float corner_size, float corner_smooth) {
coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
coord = min(coord, vec2(1.0) - coord) * aspect;
vec2 cdist = vec2(corner_size);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist)*corner_smooth, 0.0, 1.0);
}
vec2 bget_scaled_coords(vec2 pTexCoord, vec4 destsize){
if (!border_needed()) return pTexCoord;
//else
float scale_x = 1.0;
float scale_y = 1.0;
float offset_x = 0.0 ;
float offset_y = 0.0 ;
float in_aspect = get_in_aspect();
if (is_rotated()) {
//scale_y = params.OutputSize.y/(params.OutputSize.x / in_aspect );
//scale_y = global.FinalViewportSize.y/(global.FinalViewportSize.x / in_aspect );
scale_y = destsize.y/(destsize.x / in_aspect );
offset_y = (0.5 * scale_y ) - 0.5 ;
} else {
//scale_x = params.OutputSize.x/(params.OutputSize.y * in_aspect);
//scale_x = global.FinalViewportSize.x/(global.FinalViewportSize.y * in_aspect);
scale_x = destsize.x/(destsize.y * in_aspect);
offset_x = (0.5 * scale_x ) - 0.5 ;
}
vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
return scale_coord;
}
void main() {
if (DO_AMBILIGHT != 1.0) return;
//bool is_rotated = texture(isrotated_pass,vec2(0.5,0.5)).r > 0.5;
//Disegna un rettangolo sul gioco.
//samplo main_pass per riferimento.
vec4 pixel_Original = texture(Original,vTexCoord);
FragColor = pixel_Original;
/*
float dist = 1-length(vTexCoord-0.5);
FragColor = vec4(main_wrap(),1.0);
float corner_size = 0.25;
float corner_smooth = 4.0;
float zoom = 0.4;
vec2 co = get_scaled_coords(zoomout_coords(vTexCoord, -zoom , 1.0),global.FinalViewportSize);
float ss=pow(mborder(co,1.0,corner_size, corner_smooth),2.0);
//ss = ss * smoothstep(shade_end,shade_start, vTexCoord.x);
FragColor = vec4(ss);
vec2 ccords = get_scaled_coords(vTexCoord,global.FinalViewportSize);
ccords = zoomout_coords(ccords,-BEZEL_INNER_ZOOM,1.0);
//FragColor = texture(Original,ccords)*ss;
*/
}

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#version 450
#include "config.inc"
#define eps 1e-8
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
#include "functions.include"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = get_scaled_coords(TexCoord);
vOutputCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D final_pass;
layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass;
#include "functions.include"
vec4 pixel_border() {
vec3 ambi = texture(ambi_temporal_pass, vOutputCoord).rgb;
float l = length(ambi);
float sat = 1.25;
float bright = 1.25;
ambi = normalize( pow(ambi.rgb + vec3(eps), vec3(sat)))*l * bright ;
ambi*=bright;
return vec4(ambi,0.0);
}
vec3 ambi_noised() {
return pixel_border().rgb + random();
}
void main() {
vec4 psample = texture(final_pass, vOutputCoord);
if (DO_AMBILIGHT == 1) {
vec3 ambinoised = ambi_noised();
if (is_outer_frame(psample)) {
FragColor = mark_outer_frame(ambi_noised());
} else {
FragColor = vec4(mix(ambinoised.rgb,psample.rgb,min(psample.a*1.5,1.0)),psample.a);
}
} else {
FragColor = psample ;
}
//FragColor = vec4(ambi_noised(), 1.0);
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main() {
if (DO_AMBILIGHT == 1.0)
FragColor = texture(Source, vTexCoord);
else
return;
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D main_pass;
void main() {
vec2 coords = vTexCoord;
if (DO_BLOOM == 1) {
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords = Warp(vTexCoord,GEOM_WARP_X,GEOM_WARP_Y);
}
FragColor = texture(main_pass,coords);
return;
} else {
//No bloom requested
return;
}
}

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vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction, float lod) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += textureLod(image, uv, lod) * 0.2270270270;
color += textureLod(image, uv + (off1 / resolution), lod) * 0.3162162162;
color += textureLod(image, uv - (off1 / resolution), lod) * 0.3162162162;
color += textureLod(image, uv + (off2 / resolution), lod) * 0.0702702703;
color += textureLod(image, uv - (off2 / resolution), lod) * 0.0702702703;
return color;
}

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#version 450
#include "config.inc"
/*
CRT Shader by EasyMode
License: GPL
Modified by kokoko3k, stripped to keep just curvature related code.
*/
#define FIX(c) max(abs(c), 1e-5)
#define PI 3.141592653589
#define TEX2D(c) texture(tex, c)
#define in_texture final_pass
#define in_textureSize final_passSize
//#define in_textureSize SourceSize
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
#include "functions.include"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = get_scaled_coords(TexCoord);
vOutputCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D in_texture;
float curve_distance(float x, float sharp)
{
float x_step = step(0.5, x);
float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
return mix(x, curve, sharp);
}
mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
{
return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
}
vec4 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
{
vec4 col = color_matrix * coeffs;
vec4 sample_min = min(color_matrix[1], color_matrix[2]);
vec4 sample_max = max(color_matrix[1], color_matrix[2]);
col = clamp(col, sample_min, sample_max);
return col;
}
vec2 curve_coordinate(vec2 co, float curvature_x, float curvature_y)
{
vec2 curve = vec2(curvature_x, curvature_y);
vec2 co2 = co + co * curve - curve / 2.0;
vec2 co_weight = vec2(co.y, co.x) * 2.0 - 1.0;
co = mix(co, co2, co_weight * co_weight);
return co;
}
float get_corner_weight(vec2 co, vec2 corner, float smoothfunc)
{
float corner_weight;
co = min(co, vec2(1.0) - co) * vec2(1.0, 0.75);
co = (corner - min(co, corner));
corner_weight = clamp((corner.x - sqrt(dot(co, co))) * smoothfunc, 0.0, 1.0);
corner_weight = mix(1.0, corner_weight, ceil(corner.x));
return corner_weight;
}
#define GEOM_ANTIALIAS 1.0
vec3 curve_antialias(vec2 xy,vec2 tex_size){
vec2 midpoint = vec2(0.5, 0.5);
vec2 co = vOutputCoord * tex_size * params.in_textureSize.zw;
vec2 co2 = vTexCoord * tex_size * params.in_textureSize.zw;
vec3 col;
float corner_weight = get_corner_weight(curve_coordinate(co2, GEOM_BORDER_WX, GEOM_BORDER_WY ), vec2(GEOM_CORNER_SIZE), GEOM_CORNER_SMOOTH);
if ( (GEOM_WARP_X > 0) || (GEOM_WARP_Y > 0) ) {
xy *= params.in_textureSize.xy / tex_size;
vec2 dx = vec2(1.0 / tex_size.x, 0.0);
vec2 dy = vec2(0.0, 1.0 / tex_size.y);
vec2 pix_co = xy * tex_size - midpoint;
vec2 tex_co = (floor(pix_co) + midpoint) / tex_size;
vec2 dist = fract(pix_co);
float curve_x, curve_y;
vec3 col2, diff;
curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
curve_y = curve_distance(dist.y, SHARPNESS_V * SHARPNESS_V);
vec4 coeffs_x = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
vec4 coeffs_y = PI * vec4(1.0 + curve_y, curve_y, 1.0 - curve_y, 2.0 - curve_y);
coeffs_x = FIX(coeffs_x);
coeffs_x = 2.0 * sin(coeffs_x) * sin(coeffs_x / 2.0) / (coeffs_x * coeffs_x);
coeffs_x /= dot(coeffs_x, vec4(1.0));
coeffs_y = FIX(coeffs_y);
coeffs_y = 2.0 * sin(coeffs_y) * sin(coeffs_y / 2.0) / (coeffs_y * coeffs_y);
coeffs_y /= dot(coeffs_y, vec4(1.0));
mat4x4 color_matrix;
color_matrix[0] = filter_lanczos(coeffs_x, get_color_matrix(in_texture, tex_co - dy, dx));
color_matrix[1] = filter_lanczos(coeffs_x, get_color_matrix(in_texture, tex_co, dx));
color_matrix[2] = filter_lanczos(coeffs_x, get_color_matrix(in_texture, tex_co + dy, dx));
color_matrix[3] = filter_lanczos(coeffs_x, get_color_matrix(in_texture, tex_co + 2.0 * dy, dx));
col = filter_lanczos(coeffs_y, color_matrix).rgb;
} else {
col = texture(in_texture, vOutputCoord).rgb;
}
col *= vec3(corner_weight);
return col;
}
vec2 Warp2(vec2 texCoord){
vec2 curvedCoords = texCoord * 2.0 - 1.0;
vec2 CRT_Distortion = vec2(GEOM_WARP_X, GEOM_WARP_Y) * 15.;
float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
curvedCoords = curvedCoords / curvedCoordsDistance;
curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+CRT_Distortion*0.2))));
curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+CRT_Distortion*0.2))));
curvedCoords = curvedCoords * 0.5 + 0.5;
return curvedCoords;
}
vec3 do_curvature_antialias(){
vec2 tex_size = params.in_textureSize.xy ;
vec2 co = vOutputCoord * tex_size * params.in_textureSize.zw;
vec2 co2 = vTexCoord * tex_size * params.in_textureSize.zw;
vec2 curved_xy = curve_coordinate(co, GEOM_WARP_X,GEOM_WARP_Y );
vec3 col;
//float corner_weight = get_corner_weight(curve_coordinate(co2, GEOM_BORDER_WX, GEOM_BORDER_WY ), vec2(GEOM_CORNER_SIZE), GEOM_CORNER_SMOOTH);
float corner_weight = get_corner_weight(Warp2(co), vec2(GEOM_CORNER_SIZE), GEOM_CORNER_SMOOTH);
if ( (GEOM_WARP_X > 0) || (GEOM_WARP_Y > 0) ) {
if (GEOM_ANTIALIAS == 1.0)
col = curve_antialias(curved_xy,tex_size);
else
col = texture(in_texture,curved_xy).rgb;
} else {
col = texture(in_texture, vOutputCoord).rgb;
}
col *= vec3(corner_weight) ;
return col;
}
const vec2 corner_aspect = vec2(1.0, 0.75);
float corner2(vec2 coord)
{
coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
coord = min(coord, vec2(1.0) - coord) * corner_aspect;
vec2 cdist = vec2(GEOM_CORNER_SIZE);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist)*GEOM_CORNER_SMOOTH, 0.0, 1.0);
}
vec3 do_curvature_alias(){
vec2 curved_xy = Warp2(vOutputCoord);
return texture(in_texture,curved_xy ).rgb * corner2(curved_xy);
}
vec4 main_wrap()
{
if (DO_CURVATURE == 1.0) {
return vec4(do_curvature_antialias(), 1.0);
} else {
return texture(in_texture, vOutputCoord);
}
}
#include "functions.include"
void main() {
vec4 psample = texture(in_texture, vOutputCoord);
if ( border_needed() ) {
if (is_outer_frame(psample))
FragColor = mark_outer_frame(vec3(0.0));
else
FragColor = main_wrap();
} else {
FragColor = main_wrap();
}
}

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#version 450
#include "config.inc"
#define eps 1e-8
#define pi 3.141592654
// Blur sizes must not depend on input resolution
#define scalemod_x (params.SourceSize.x/360.0)
#define scalemod_y (params.SourceSize.y/270.0)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
#include "functions.include"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord ; //get_scaled_coords(TexCoord);
vOutputCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 3) uniform sampler2D doublesize_pass;
// What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times,
// shamlessly hidden into an include:
#include "pixel_glows.slang"
#include "functions.include"
vec4 main_wrap(void) {
//Halo
vec2 in_glow_coords = vTexCoord;
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
in_glow_coords = Warp(vTexCoord,GEOM_WARP_X,GEOM_WARP_Y);
}
vec3 pixel_glowed;
if (DO_FXAA == 1.0)
pixel_glowed = pixel_glow(FXAA_pass, in_glow_wh,in_glow_wh,in_glow_power,in_glow_gamma,in_glow_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
else
pixel_glowed = pixel_glow(doublesize_pass, in_glow_wh,in_glow_wh,in_glow_power,in_glow_gamma,in_glow_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
return vec4(pixel_glowed.rgb,1.0);
//Out
return vec4(vec3(0.0),1.0);
}
void main() {
if (DO_IN_GLOW == 1.0 ) {
FragColor = main_wrap();
} else {
return;
}
}

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#version 450
#include "config.inc"
#define half_pi 1.5707963267949
// RGB mask: R G B
#define m1 vec3 ( 1.0 , 0.0 , 0.0 ) //col 1
#define m2 vec3 ( 0.0 , 1.0 , 0.0 ) //col 2
#define m3 vec3 ( 0.0 , 0.0 , 1.0 ) //col 3
// RGB mask low dpi (green-magenta, exploiting native rgb subpixels)
#define m1gm vec3 ( 0.0 , 1.0 , 0.0 ) //col 1
#define m2gm vec3 ( 1.0 , 0.0 , 1.0 ) //col 2
// Blur sizes must not depend on input resolution
#define scalemod_x (global.in_glow_passSize.x/360.0)
#define scalemod_y (global.in_glow_passSize.y/270.0)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
#include "includes/functions.include.slang"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = get_scaled_coords(TexCoord,global.FinalViewportSize, is_rotated());
vOutputCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 5) uniform sampler2D halo_pass;
layout(set = 0, binding = 6) uniform sampler2D first_pass;
layout(set = 0, binding = 7) uniform sampler2D avglum_passFeedback;
#include "includes/functions.include.slang"
vec3 pixel_vmask(vec3 source, vec3 white_reference, float over_white) {
int col = int( vOutputCoord.x * params.OutputSize.x );
vec3 pixel_out;
vec3 vmasked;
vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ;
float mask_lightness = 1.0 - RGB_MASK_STRENGTH;
if ( mod(col, vec_mod.x) < vec_mod.y) vmasked = min(m1 + mask_lightness,vec3(1.0)) * source;
else if (mod(col, vec_mod.x) < vec_mod.z) vmasked = min(m2 + mask_lightness,vec3(1.0)) * source;
else if (mod(col, vec_mod.x) < vec_mod.w) vmasked = min(m3 + mask_lightness,vec3(1.0)) * source;
else vmasked = min(vec3(0.0) + mask_lightness,vec3(1.0)) * source;
if (over_white == 1.0) pixel_out = vmasked;
else {
float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
pixel_out= mix(vmasked,source,whiteness);
}
return pixel_out;
}
vec3 pixel_vmask_gm(vec3 source, vec3 white_reference, float over_white) {
int col = int( vOutputCoord.x * params.OutputSize.x );
vec3 pixel_out;
vec3 vmasked;
vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP,0.0,0.0))* VMASK_DARKLINE_SCALE ;
float mask_lightness = 1.0 - RGB_MASK_STRENGTH;
if (mod(col, vec_mod.x) < vec_mod.y) vmasked = min(m1gm + mask_lightness,vec3(1.0)) * source;
else if (mod(col, vec_mod.x) < vec_mod.z) vmasked = min(m2gm + mask_lightness,vec3(1.0)) * source;
else vmasked = min(vec3(0.0) + mask_lightness,vec3(1.0)) * source;
if (over_white == 1.0) pixel_out = vmasked;
else {
float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
pixel_out= mix(vmasked,source,whiteness);
}
return pixel_out;
}
vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
float do_offset, vec3 white_reference,float over_white) {
float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
float Darkline_part_w_x2 = Darkline_part_w*2;
//vec3 pixel_out=source;
float col_2 = vOutputCoord.x * params.OutputSize.x;
float line_2 = vOutputCoord.y * params.OutputSize.y;
darkline_every *= VMASK_DARKLINE_SCALE;
if (over_white != 1.0) {
//less effect on bright colors.
float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
darkline_trans+=(whiteness-over_white);
darkline_trans=clamp(darkline_trans,0.0,1.0);
}
if (do_offset == 1.0) {
if (int(mod(line_2, darkline_every)) < VMASK_DARKLINE_SCALE) {
if (int(mod(col_2, Darkline_part_w_x2)) < Darkline_part_w) return source * darkline_trans;
} else if (int(mod(line_2+(darkline_every/2), darkline_every)) < VMASK_DARKLINE_SCALE ) {
// DRAW WITH OFFSET:
col_2+=Darkline_part_w;
if ((int(mod(col_2, Darkline_part_w_x2))) < Darkline_part_w)
return source * darkline_trans;
}
} else {
if ( darkline_every >= 0.0)
if (int(mod(line_2, darkline_every)) < VMASK_DARKLINE_SCALE) return source * darkline_trans;
}
return source;
}
/*
float scanline_shape_static_in_lum(vec2 coords, float in_luminance) {
// Modulate scanline weight via in_luminance
float period = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 2 : 1 ;
float angle = coords.y * pi * period * params.OriginalSize.y ;
float lines = abs(sin(angle));
lines=clamp(lines, SCANLINE_DARK,1.0);
lines = (lines*lines);
float w = (SCANLINES_BLEEDING * 9.0 * in_luminance +1 ); // + SCANLINES_BLEEDING;
lines = pow(lines,1.0/ w );
return lines;
}
*/
/*
float scanline_shape_dumb(vec2 coords, bool do_flicker) {
float source_dy = global.first_passSize.w ;
if ( mod(coords.y, source_dy*2) < source_dy ) {
return 1.0;
}
return 0.0;
}
*/
float scanline_shape(vec2 coords, bool do_flicker) {
bool alternate = false;
float period = 1.0;
int slow = 1;
if (do_flicker) {
if (params.FrameCount/slow % 2 == 0.0) alternate = true;
if (params.OriginalSize.y > MIN_LINES_INTERLACED ) period = 0.5;
}
float angle = coords.y * pi * params.OriginalSize.y * period;
float lines;
if (alternate)
lines = -sin(angle+half_pi); //lines = abs(cos(angle));
else
lines = sin(angle);
lines = (lines*lines);
if (SCANLINE_DARK >= 0.0) {
lines = lines * (1.0 - SCANLINE_DARK) + SCANLINE_DARK;
} else {
float deepness = -SCANLINE_DARK;
lines = lines * ((1-SCANLINE_DARK) ) + SCANLINE_DARK ;
}
return lines;
}
vec4 main_wrap(vec2 co) {
bool isinterlaced = is_interlaced();
bool flickering_scanlines = (DO_SCANLINES == 1.0) && scanline_have_to_flicker(isinterlaced) ;
vec3 pixel_in;
vec3 pixel_glowed;
//Get the first available pixel_in:
if (DO_IN_GLOW == 1.0) {
pixel_glowed = texture(in_glow_pass,co).rgb;
pixel_in = pixel_glowed;
}
else if (DO_FXAA == 1.0)
pixel_in = texture(FXAA_pass,co).rgb ;
else
pixel_in = texture(first_pass,co).rgb ;
vec3 pixel_out = pixel_in;
vec3 pixel_in_clamped = min(pixel_in,vec3(1.0)); //Clamp here for moth vmask and darklines.
//Mask and darklines:
if (DO_VMASK_AND_DARKLINES == 1.0 ) {
if (RGB_MASK_STRENGTH > 0.0) {
//Use RGB pattern or exploit RGB layout with green and magenta?
if (VMASK_USE_GM < 1.0) {
pixel_out = pixel_vmask(pixel_in, pixel_in_clamped, VMASK_OVERWHITE);
} else {
pixel_out = pixel_vmask_gm(pixel_in, pixel_in_clamped, VMASK_OVERWHITE);
}
}
//Screen lines
if (DARKLINES_STRENGTH > 0.0 ) {
float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
pixel_out = pixel_darklines(pixel_out,DARKLINES_PERIOD,MYDARKLINES_TRANSPARENCY,DO_DARKLINES_VOFFSET,pixel_in_clamped,DRKLN_OVERWHITE);
}
}
//Halo
vec3 pixel_haloed;
if (DO_HALO == 1.0 ) {
pixel_haloed = texture(halo_pass,co).rgb;
pixel_out += pixel_haloed;
pixel_out = clamp(pixel_out,0.0,HALO_CLAMP);
}
// Non flickering scanlines
if ( DO_SCANLINES == 1.0 ) {
vec3 pixel_bleed ;
if (! ( isinterlaced && (SCANLINE_DISABLE_ON_INTERLACE == 1.0)) ) {
if (DO_IN_GLOW + DO_HALO > 0.0) {
if (DO_HALO == 1.0) pixel_bleed = pixel_haloed;
else if (DO_IN_GLOW == 1.0) pixel_bleed = pixel_glowed;
else pixel_bleed = pixel_in;
}
float scanline_shape = scanline_shape(co, flickering_scanlines ) ;
vec3 pixel_scanlined = scanline_shape * pixel_out;
pixel_out = pixel_scanlined + (pixel_out * pixel_bleed * SCANLINES_BLEEDING * (1-scanline_shape));
}
}
if (DO_CCORRECTION == 1.0) pixel_out = pow(pixel_out,vec3(GAMMA_OUT));
//Out
return vec4(pixel_out,1.0) ; //* border(border_coords);
}
/*
//Test masks to be used with pixel_vmask_test()
// Actually slower than pixel_vmask(), but handy for quick test
//first element of the array is the useful size.
const vec3 oo = vec3(0); //padding
const vec3 mask_RGB[10] = vec3[]( vec3(3), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), oo, oo, oo, oo, oo, oo);
const vec3 mask_GM[10] = vec3[]( vec3(2), vec3(0,1,0), vec3(1,0,1), oo, oo, oo, oo, oo, oo, oo);
vec3 pixel_vmask_test(vec3 color_in, vec3[10] vmask, int multiplier, float gap, vec3 white_reference, float over_white) {
int col = int( vOutputCoord.x * params.OutputSize.x );
vec3 vmasked;
float size = (vmask[0].x + gap) * multiplier;
for (int i = multiplier ; i <= size * multiplier ; i+=multiplier) {
if (mod(col, size) < i) {
vmasked = min (vmask[i/multiplier] + 1.0 - RGB_MASK_STRENGTH, vec3(1.0)) * color_in;
break;
}
}
if (over_white == 1.0) return vmasked;
else {
float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
return mix(vmasked, color_in, whiteness);
}
}
*/
void main() {
vec2 coords = vTexCoord;
if (DO_DYNZOOM == 1.0) {
float zoomin = 1.0 + (texture(avglum_passFeedback, vec2(0.25,0.25) ).a/ DYNZOOM_FACTOR);
coords = zoom(vTexCoord, zoomin);
}
vec2 coords_curved = coords;
//Curvature: set coords_curved coordinate: (global var)
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords_curved = Warp(coords_curved,GEOM_WARP_X,GEOM_WARP_Y);
}
if (DO_BEZEL == 1.0) {
coords_curved = zoomout_coords(coords_curved, -BEZEL_INNER_ZOOM , 1.0);
coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
}
//FIXME: bezel may need a wider border when zoomed in.
//But for performance reasons we can wide the border in relation to the desidered reflection area.
//by now, just wide by BEZEL_REFLECTION_AREA_SIZE defined in config.inc
bool is_border = false;
if (border_needed()) {
float WIDEN = DO_BEZEL * BEZEL_REFLECTION_AREA_SIZE;
bool b_is_rotated = is_rotated();
bool is_outside_x = ((coords.x > 1.0+WIDEN ) || (coords.x < 0.0 - WIDEN) );
bool is_outside_y = ((coords.y > 1.0+WIDEN ) || (coords.y < 0.0 - WIDEN) );
is_border = (b_is_rotated && is_outside_y) || (!b_is_rotated && is_outside_x);
}
if (is_border)
FragColor = mark_outer_frame(vec3(0.0));
else
FragColor = main_wrap(coords_curved);
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main() {
FragColor = texture(Source, vTexCoord);
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Original;
void main() {
FragColor = vec4(texture(Original, vTexCoord).xyz,1.0);
/* //Use to debug:
vec4 pixel;
//pixel=vec4(abs(sin(params.FrameCount/3.14/20))); //white fade
//pixel=vec4(abs(sin(params.FrameCount/3.14/20)),0.0,0.0,0.0); //red fade
//pixel=vec4(0.2);
if (mod(params.FrameCount,100) == 0.0) {
pixel = vec4(0.6);
} else {
pixel = vec4(0.0);
}
FragColor = pixel;
*/
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 4) uniform sampler2D doublesize_pass;
bool scanline_have_to_flicker(bool is_interlaced) {
return ((scanline_flickering == 1.0) || ((scanline_flickering==2.0) && is_interlaced ));
}
void main()
{
vec3 pixel_out = vec3(0.0);
//Use to debug:
//pixel_out=vec4(abs(sin(params.FrameCount/3.14/20))); //white fade
//pixel_out=vec4(abs(sin(params.FrameCount/3.14/20)),0.0,0.0,0.0); //red fade
//pixel_out=vec4(0.2);
if (DO_SCANLINES == 1.0) {
if (scanline_flickering != 0.0) {
bool is_interlaced = (params.OriginalSize.y > MIN_LINES_INTERLACED) ? true : false ;
if ( scanline_have_to_flicker(is_interlaced) ) {
//Choose the right source
if (DO_IN_GLOW == 1.0) {
pixel_out = texture(in_glow_pass, vTexCoord).rgb;
} else if (DO_FXAA == 1.0) {
pixel_out = texture(FXAA_pass, vTexCoord).rgb;
} else {
pixel_out = texture(doublesize_pass, vTexCoord).rgb;
}
int scanline_period;
int scanline_period_half;
/* Puae switches from lowres to sdres on interlaced screens
since we blindly double the h-resolution, because we need
to double y resolution on low resolution to simulate scanlines
and providing sd-res to fxaa, we can check if a screen is
interlaced by testing v-resolution of source image.
which could be at least 200*2(puae)*2(ourselves)=800px.
Rest assured that everything over 576,
(maximum pal overscanned) is interlaced.
*/
if (is_interlaced) {
scanline_period=4;
scanline_period_half=2;
} else {
scanline_period=2;
scanline_period_half=1;
}
//Skip scanlines on interlaced content?
if (! ( is_interlaced && (scanline_disable_on_interlace == 1.0)) ) {
float mymod = mod(vTexCoord.y * params.OutputSize.y , scanline_period);
//Do flickering based on user prefs.
//(blank odd lines on odd frames and even lines on even frames)
if ((scanline_flickering == 1.0) ||
((scanline_flickering==2.0) && is_interlaced )) {
if (int(mod(float(params.FrameCount),2 )) < 1.0 ) {
if (mymod >= scanline_period_half) { pixel_out *= SCANLINE_DARK; }
} else {
if (mymod < scanline_period_half) { pixel_out *= SCANLINE_DARK; }
}
}
}
}
}
}
FragColor = vec4(pixel_out,1.0);
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
#include "functions.include"
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float aspect_prev = (params.SourceSize.y / params.SourceSize.x);
if (border_needed() ) {
vTexCoord.x = vTexCoord.x * aspect_prev - ((0.5 * aspect_prev) - 0.5);
float in_aspect = get_in_aspect();
vTexCoord.x = vTexCoord.x * in_aspect - ((0.5 * in_aspect) - 0.5);
} else {
vTexCoord.x = vTexCoord.x * aspect_prev - ((0.5 * aspect_prev) - 0.5);
float dasp = global.FinalViewportSize.x/global.FinalViewportSize.y;
vTexCoord.x = (vTexCoord.x* dasp - ((0.5 * dasp) - 0.5)) ;
}
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "functions.include"
void main() {
if ((DO_VIGNETTE != 1.0) && (DO_SPOT != 1.0)) return;
vec3 pixel_out;
if (DO_VIGNETTE == 1.0)
pixel_out.r = gauss_xy(0.0, 0.0, v_size, v_power, 0.0, 1.0);
if (DO_SPOT == 1.0)
pixel_out.g = gauss_xy(s_center_x, s_center_y, s_size, s_power, 0.0, 10.0);
FragColor = vec4(pixel_out,1.0);
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D first_pass;
layout(set = 0, binding = 2) uniform sampler2D isrotated_passFeedback;
#define SourceTexture first_pass
#define SourceTextureSize global.first_passSize
#include "includes/functions.include.slang"
#define c_tolerance 0.051
#define b_offset_x -0.05
#define Pi2 6.28318530717959
vec3 blur(float Quality, float Directions, float Size, vec2 co,float lod) {
vec4 iResolution = SourceTextureSize;
vec2 Radius = Size/iResolution.xy ;
vec3 color = vec3(0.0,0.0,0.0);
vec3 lookup = vec3(0.0,0.0,0.0);
float steps=0.0;
for( float d=0.0; d<Pi2; d+=Pi2/Directions) {
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
lookup = textureLod( SourceTexture, co + vec2(cos(d) + b_offset_x , sin(d))*Radius*i ,lod).rgb ;
color +=lookup.rgb;
steps+=1.0;
}
}
color /= steps;
if ( steps > 4.0) return vec3(1.0);
return color;
}
void main() {
if (DO_BEZEL == 0.0) return;
vec2 coords_curved = vTexCoord;
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords_curved = Warp(coords_curved,GEOM_WARP_X,GEOM_WARP_Y);
}
//coords_curved = zoomout_coords(coords_curved, -BEZEL_INNER_ZOOM , 1.0);
coords_curved = zoomout_coords(coords_curved, BEZEL_REFLECTION_AREA_SIZE , 1.0);
bool is_rotated = texture(isrotated_passFeedback,vec2(0.5,0.5)).r > 0.5;
/* Calculate the internal area (the one which is not mirrored)
so that we can skip blurring it:
*/
/* vec2 ar_box;
if (!is_rotated) {
//Width of the aspect corrected box zoomed as requested by the bezel settings:
ar_box.x = global.FinalViewportSize.z*global.FinalViewportSize.y*get_in_aspect() * (1+BEZEL_INNER_ZOOM-c_tolerance) ;
//Height zoomed as requested by bezel settings:
ar_box.y = 1+BEZEL_INNER_ZOOM-c_tolerance;
} else {
ar_box.y = global.FinalViewportSize.z*global.FinalViewportSize.y/get_in_aspect() * (1+BEZEL_INNER_ZOOM-c_tolerance) ;
ar_box.x= 1+BEZEL_INNER_ZOOM-c_tolerance;
}
//start_point is the middle of the screen minut half the content width
vec2 start_point = vec2(0.5 - (ar_box.x*0.5), 0.5 - (ar_box.y*0.5));
vec2 end_point = vec2(0.5 + (ar_box.x*0.5), 0.5 + (ar_box.y*0.5));
//Now we can skip the internal area or the black one as already marked by main_pass:
//bool skip_condition =(vTexCoord.x > start_point.x && vTexCoord.x < end_point.x &&
// vTexCoord.y > start_point.y && vTexCoord.y < end_point.y) ||
// is_outer_frame(texture(main_pass,vTexCoord));
*/
//FIXME (CHECKME) is the rotation state still important?
bool skip_condition = (coords_curved.x < 1.0 - c_tolerance && coords_curved.x > c_tolerance &&
coords_curved.y < 1.0 - c_tolerance && coords_curved.y > c_tolerance ) ;
if (skip_condition) {
FragColor = mark_useless(vec3(0.0));
return;
}
vec2 res = vec2(global.first_passSize.x, global.first_passSize.y);
vec2 dir = vec2(1.0,0.0);
///Quality, Directions, Size, coords, lod
vec3 pixel_blur = blur(1,4,2,coords_curved, 2.0);
FragColor = vec4(apply_fuzzy_main_pass(pixel_blur),1.0);
}

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "includes/functions.include.slang"
#define SourceTexture Source
#define SourceTextureSize params.SourceSize
#define b_offset_x -0.05
#define Pi2 6.28318530717959
vec3 blur(float Quality, float Directions, float Size, vec2 co) {
vec4 iResolution = SourceTextureSize;
vec2 Radius = Size/iResolution.xy ;
vec3 color = vec3(0.0,0.0,0.0);
vec3 lookup = vec3(0.0,0.0,0.0);
float steps=0.0;
for( float d=0.0; d<Pi2; d+=Pi2/Directions) {
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
lookup = texture( SourceTexture, co + vec2(cos(d) + b_offset_x , sin(d))*Radius*i ).rgb ;
color +=lookup.rgb;
steps+=1.0;
}
}
color /= steps;
return color;
}
void main() {
if (DO_BEZEL == 0.0) return;
if (is_useless(texture(Source, vTexCoord))) return;
vec2 res = vec2(params.SourceSize.x, params.SourceSize.y);
vec2 dir = vec2(0.0,1.0);
///Quality, Directions, Size, coords
FragColor = vec4(blur(1,4,2,vTexCoord),1.0);
}

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#version 450
#include "config.inc"
#define RGB_SHIFT_RANGE 20
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 r_offset;
layout(location = 2) out vec2 g_offset;
layout(location = 3) out vec2 b_offset;
#include "includes/functions.include.slang"
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord ;
if (DO_SHIFT_RGB == 1.0) {
r_offset=offsets_from_float(SHIFT_R+210.0,RGB_SHIFT_RANGE);
g_offset=offsets_from_float(SHIFT_G+210.0,RGB_SHIFT_RANGE);
b_offset=offsets_from_float(SHIFT_B+210.0,RGB_SHIFT_RANGE);
}
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 r_offset;
layout(location = 2) in vec2 g_offset;
layout(location = 3) in vec2 b_offset;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 4) uniform sampler2D first_pass;
vec3 hsv2rgb(vec3 c){
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 rgb2hsv(vec3 c){
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
#define bandwidth_mhz_Y_ntsc 4.2
#define bandwidth_mhz_I 1.5
#define bandwidth_mhz_Q 0.5
const mat3 mat3_RGB2YIQ = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114);
const mat3 mat3_YIQ2RGB = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046);
//https://www.sciencedirect.com/topics/computer-science/color-subcarrier
#define bandwidth_mhz_Y_pal 5.0
#define bandwidth_mhz_U 1.3
#define bandwidth_mhz_V 1.3
const mat3 mat3_RGB2YUV = mat3(
0.299, 0.587, 0.114,
-0.14713, -0.28886, 0.436,
0.615, -0.514991, -0.10001);
const mat3 mat3_YUV2RGB = mat3(
1.000, 0.000, 1.13983,
1.000,-0.39465,-0.58060,
1.000, 2.03211, 0.00000);
vec3 pixel_offset(vec3 pixel_cur,vec2 coord, sampler2D in_texture, vec4 sourcesize2) {
vec2 d = -vec2(sourcesize2.z, sourcesize2.w)*0.5;
vec3 pixel_offset;
pixel_offset.r=texture(in_texture,coord + r_offset * d).r;
pixel_offset.g=texture(in_texture,coord + g_offset * d).g;
pixel_offset.b=texture(in_texture,coord + b_offset * d).b;
//return mix(pixel_cur,pixel_offset,OFFSET_STRENGTH);
vec3 color_difformity = vec3(pixel_offset.r-pixel_cur.r, +pixel_offset.g-pixel_cur.g, pixel_offset.b - pixel_cur.b);
vec3 pixel_offset_to_add = pixel_offset * color_difformity;
return pixel_cur + (pixel_offset_to_add *OFFSET_STRENGTH);
//return pixel_cur + (pixel_offset *OFFSET_STRENGTH*color_difformity);
}
vec3 pixel_offset_wrap (vec2 coord) {
vec3 pixel_in;
if ( DO_FXAA == 1.0) {
pixel_in = texture(FXAA_pass, vTexCoord).rgb;
return pixel_offset(pixel_in, vTexCoord, FXAA_pass, global.FXAA_passSize);
} else {
pixel_in = texture(first_pass, vTexCoord).rgb;
return pixel_offset(pixel_in, vTexCoord, first_pass, global.first_passSize);
}
}
vec3 pixel_bleed_side_NTSC(vec3 pixel_in, vec2 co, float size, float side, sampler2D in_texture, vec4 sourcesize2) {
float w = SAT_BLEED_STRENGTH;
vec3 blur_YIQ = pixel_in * mat3_RGB2YIQ; //Work in YIQ space
float i = 0.0;
for ( i=1 ; i <= size ; i++ ){
w=w/SAT_BLEED_FALLOFF;
//w=clamp(w,0.0,1.0);
vec3 smp_YIQ = texture(first_pass, co - side * vec2(sourcesize2.z*i,0.0)).rgb * mat3_RGB2YIQ;
blur_YIQ.x = mix(blur_YIQ.x, smp_YIQ.x, w/bandwidth_mhz_Y_ntsc); // Blur Y
blur_YIQ.y = mix(blur_YIQ.y, smp_YIQ.y, w/bandwidth_mhz_I ); // Blur I
blur_YIQ.z = mix(blur_YIQ.z, smp_YIQ.z, w/bandwidth_mhz_Q ); // BlurQ
}
//blur_YIQ.z/=i;
return vec3(blur_YIQ.x, blur_YIQ.y, blur_YIQ.z) * mat3_YIQ2RGB; //return to RGB colorspace
}
vec3 pixel_bleed_side_PAL(vec3 pixel_in, vec2 co, float size, float side, sampler2D in_texture, vec4 sourcesize2) {
float w = SAT_BLEED_STRENGTH;
vec3 blur_YUV = pixel_in * mat3_RGB2YUV; //Work in YIQ space
float i = 0.0;
for ( i=1 ; i <= size ; i++ ){
w=w/SAT_BLEED_FALLOFF;
//w=clamp(w,0.0,1.0);
vec3 smp_YUV = texture(first_pass, co - side * vec2(sourcesize2.z*i,0.0)).rgb * mat3_RGB2YUV;
blur_YUV.x = mix(blur_YUV.x, smp_YUV.x, w/bandwidth_mhz_Y_pal); // Blur Y
blur_YUV.y = mix(blur_YUV.y, smp_YUV.y, w/bandwidth_mhz_U ); // Blur U
blur_YUV.z = mix(blur_YUV.z, smp_YUV.z, w/bandwidth_mhz_V ); // Blur V
}
return vec3(blur_YUV.x, blur_YUV.y, blur_YUV.z) * mat3_YUV2RGB; //return to RGB colorspace
}
#define SIDE_RIGHT 1
#define SIDE_LEFT -1
vec3 pixel_bleed(vec3 pixel_in, vec2 co, sampler2D in_texture, vec4 sourcesize2) {
vec3 side_left ; vec3 side_right;
if (SAT_BLEED_PAL == 1.0) {
side_right = pixel_bleed_side_PAL(pixel_in, co, SAT_BLEED_SIZE_RIGHT, SIDE_RIGHT, in_texture, sourcesize2);
side_left = pixel_bleed_side_PAL(pixel_in, co, SAT_BLEED_SIZE_LEFT, SIDE_LEFT, in_texture, sourcesize2);
} else {
side_right = pixel_bleed_side_NTSC(pixel_in, co, SAT_BLEED_SIZE_RIGHT, SIDE_RIGHT, in_texture, sourcesize2);
side_left = pixel_bleed_side_NTSC(pixel_in, co, SAT_BLEED_SIZE_LEFT, SIDE_LEFT, in_texture, sourcesize2);
}
return mix(side_left,side_right,0.5);
}
void main() {
if (DO_SHIFT_RGB + DO_SAT_BLEED == 0.0) return;
//Handle case where both are needed:
//First shift the right source, then pass it to bleed function.
if (DO_SHIFT_RGB + DO_SAT_BLEED > 1.0) {
vec3 pixel_out = pixel_offset_wrap(vTexCoord);
if (DO_SAT_BLEED > 0.0) {
if ( DO_FXAA == 1.0) {
pixel_out = pixel_bleed(pixel_out, vTexCoord, FXAA_pass, global.FXAA_passSize);
} else {
pixel_out = pixel_bleed(pixel_out, vTexCoord, first_pass, global.first_passSize);
}
}
FragColor = vec4(pixel_out,0.0);
return;
}
//Handle case where only color shifting is requested
if (DO_SHIFT_RGB > 0.0) {
vec3 pixel_out = pixel_offset_wrap(vTexCoord);
FragColor = vec4(pixel_out,0.0);
return;
}
//Handle case where only chroma bleed is requested
if (DO_SAT_BLEED > 0.0) {
vec3 pixel_out;
if ( DO_FXAA == 1.0) {
pixel_out = texture(FXAA_pass, vTexCoord).rgb;
pixel_out = pixel_bleed(pixel_out, vTexCoord, FXAA_pass, global.FXAA_passSize);
} else {
pixel_out = texture(first_pass, vTexCoord).rgb;
pixel_out = pixel_bleed(pixel_out, vTexCoord, first_pass, global.first_passSize);
}
FragColor = vec4(pixel_out,0.0);
return;
}
}

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shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.550000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.600000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DO_HALO = "1.000000"
HALO_POWER = "0.520000"
HALO_W = "3.000000"
HALO_H = "3.000000"
HALO_GAMMA = "1.100000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
CONTRAST = "0.050000"
BRIGHTNESS = "0.050000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.560000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "2.000000"
SHIFT_G = "20.000000"
SHIFT_B = "-2.000000"
DO_SAT_BLEED = "1.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.750000"
IN_GLOW_WH = "1.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
DARKLINES_STRENGTH = "0.700000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.150000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.300000"
SCANLINES_BLEEDING = "0.825000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.500000"
GEOM_WARP_Y = "0.500000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.005000"
BEZEL_FRAME_ZOOM = "0.139000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "5.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,251 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.350000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.750000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "1.000000"
DO_DARKLINES_VOFFSET = "0.000000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.350000"
HALO_W = "3.000000"
HALO_H = "3.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.800000"
GEOM_WARP_Y = "0.850000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,253 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.350000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.750000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "1.000000"
DO_DARKLINES_VOFFSET = "0.000000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.350000"
HALO_W = "3.000000"
HALO_H = "3.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.500000"
GEOM_WARP_Y = "0.500000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.005000"
BEZEL_FRAME_ZOOM = "0.139000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "5.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,246 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.350000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.750000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "1.000000"
DO_DARKLINES_VOFFSET = "0.000000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.350000"
HALO_W = "3.000000"
HALO_H = "3.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,245 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.350000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.900000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "1.000000"
DO_DARKLINES_VOFFSET = "0.000000"
DARKLINES_PERIOD = "2.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.350000"
HALO_W = "3.000000"
HALO_H = "3.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,251 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.550000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.600000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "0.900000"
DO_HALO = "1.000000"
HALO_POWER = "0.520000"
HALO_W = "3.000000"
HALO_H = "3.000000"
HALO_GAMMA = "1.100000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.800000"
GEOM_WARP_Y = "0.850000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,253 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.550000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.600000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "0.900000"
DO_HALO = "1.000000"
HALO_POWER = "0.520000"
HALO_W = "3.000000"
HALO_H = "3.000000"
HALO_GAMMA = "1.100000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.500000"
GEOM_WARP_Y = "0.500000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.005000"
BEZEL_FRAME_ZOOM = "0.139000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "5.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

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@ -0,0 +1,246 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.550000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.600000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "0.900000"
DO_HALO = "1.000000"
HALO_POWER = "0.520000"
HALO_W = "3.000000"
HALO_H = "3.000000"
HALO_GAMMA = "1.100000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,245 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "7000.000000"
GAMMA_OUT = "0.550000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "0.500000"
SAT_BLEED_SIZE_LEFT = "3.000000"
SAT_BLEED_SIZE_RIGHT = "3.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.600000"
IN_GLOW_WH = "3.500000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
DARKLINES_STRENGTH = "0.900000"
DO_HALO = "1.000000"
HALO_POWER = "0.520000"
HALO_W = "3.000000"
HALO_H = "3.000000"
HALO_GAMMA = "1.100000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.500000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_CORNER_SMOOTH = "200.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
V_SIZE = "2.700000"
V_POWER = "1.050000"
S_POSITION = "194.000000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"

View file

@ -0,0 +1,253 @@
shaders = "17"
shader0 = "shaders/first_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "first_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "shaders/fxaa.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "FXAA_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/shift_and_bleed.slang"
filter_linear2 = "true"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "false"
alias2 = "shift_and_bleed_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/in_glow.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "in_glow_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/halo.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "false"
alias4 = "halo_pass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders/avglum_pass.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "avglum_pass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "0.500000"
shader6 = "shaders/reflection_blur_h.slang"
filter_linear6 = "true"
wrap_mode6 = "mirrored_repeat"
mipmap_input6 = "false"
alias6 = "reflected_blurred_pass1"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders/reflection_blur_v.slang"
filter_linear7 = "true"
wrap_mode7 = "mirrored_repeat"
mipmap_input7 = "false"
alias7 = "reflected_blurred_pass2"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders/bloom_pass_1.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "bloom_pass_1"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders/bloom_pass_2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_edge"
mipmap_input9 = "false"
alias9 = "bloom_pass_2"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "0.500000"
scale_type_y9 = "source"
scale_y9 = "0.500000"
shader10 = "shaders/bloom_pass_3.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_edge"
mipmap_input10 = "false"
alias10 = "bloom_pass_3"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders/bloom_pass_4.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_final"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders/ambi_push_pass.slang"
filter_linear12 = "true"
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = "false"
alias12 = "ambi_push_pass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders/ambi_pre_pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = "ambi_pre_pass1"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders/ambi_temporal_pass.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "ambi_temporal_pass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders/isrotated.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "false"
alias15 = "isrotated_pass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.100000"
scale_type_y15 = "viewport"
scale_y15 = "0.100000"
shader16 = "shaders/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.300000"
TEMPERATURE = "7200.000000"
GAMMA_OUT = "0.450000"
DO_FXAA = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_FALLOFF = "1.800000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.700000"
IN_GLOW_WH = "2.000000"
IN_GLOW_GAMMA = "2.000000"
DO_VMASK_AND_DARKLINES = "1.000000"
RGB_MASK_STRENGTH = "1.000000"
VMASK_USE_GM = "1.000000"
VMASK_GAP = "1.000000"
VMASK_OVERWHITE = "0.750000"
DARKLINES_STRENGTH = "0.400000"
DARKLINES_PERIOD = "6.000000"
DRKLN_OVERWHITE = "0.750000"
DO_HALO = "1.000000"
HALO_POWER = "0.450000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.200000"
DO_SCANLINES = "1.000000"
SCANLINE_DARK = "0.100000"
SCANLINES_BLEEDING = "0.825000"
SCANLINE_FLICKERING = "1.000000"
SCANLINE_FLICKERING_POWER = "0.850000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "1.500000"
BLOOM_POWER = "8.000000"
BLOOM_GAMMA_OUT = "1.200000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.800000"
GEOM_WARP_Y = "0.850000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "700.000000"
DO_BEZEL = "1.000000"
BEZEL_IMAGE_BORDER = "1.020000"
AMBI_FALLOFF = "0.600000"
AMBI_POWER = "2.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.900000"
V_POWER = "1.050000"
DO_SPOT = "1.000000"
S_POSITION = "194.000000"
S_POWER = "0.200000"
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"